Creating Enchanted Items
A guide for narrators to create magic items.
The following section is intended to be a guide for narrators to create their own magic items in a balanced and consistent way.
Balancing Enchanted Weapons
Creating balanced enchanted items can be integral to keeping the story immersive and believable within the stated rules or implications of that Realm. The following section is a guide on how to balance or adjust your enchanted items to suit your campaign.
Usage
This section of the enchantment will indicate how often the power can be activated. Most enchantments fall into 3 categories:
- Limitless Enchantments do what you would expect and can be used constantly or as often as they can be activated.
- Charge Enchantments will have a number of charges, which indicates how many times that ability can be activated before recharging, and a recharge rate, which indicates how long it takes for the enchantment to regain a charge.
- Powered Enchantments are activated both by the user’s action and their own ARP supply(Mana, Stamina, Willpower, etc.).
Rarities
Rarities can be attached to an enchantment or an enchanted item. The rarity is intended to be a balancing mechanic used by the narrator to ensure that they are granting magic items in a consistent way. Rarity is always the first Trait Listed in an enchantments Traits Section.
Rarity | Description |
---|---|
Common | The item or enchantment is abundant in its setting and can be easily obtained in most civilized places. |
Uncommon | The item or enchantment is either scarce or access to it is limited in its setting and is difficult to obtain, even in civilized places. |
Rare | The item or enchantment is either rare or access to it is highly restricted in its setting and is nearly impossible for most to obtain, even in civilized places. |
Priceless | The item or enchantment is a priceless artifact or masterpiece in its setting and is unobtainable by normal means. Such things are a product of entire generations of effort or skill. |
Legendary | The item or enchantment is the stuff of myth and legend in its setting and is unobtainable by mortal means. Such things are the gifts of gods or the product of entire civilizations' efforts. |
Setting Restrictions
The Narrator has free reign to Restrict, Ban, or Adjust the Purchase, Limit, Use or Acquisition of Enchanted Items in any way they see fit. Th following are some general guidelines on how to restrict enchanted items depending on the setting.
Low Fantasy
In a typical Low Fantasy Setting, as a general rule, altered realms assumes that the creation of an Enchanted Item is extremely cost, labor and energy intensive and usually a collaborative effort of decades or centuries. With this we can establish some grounding and balancing rules.
- Enchanted items should, for the most part, be only rumors, myths and legends.
- Enchanted items should not be available for sale.
- Enchanted items are exceptionally rarely encountered and found on others.
- Enchanted items are unheard of, and only experts and historians will recognize an magic item over a mundane one.
Fantasy
In a typical Fantasy Setting, as a general rule, altered realms assumes that the creation of an Enchanted Item is cost, labor and energy intensive and usually a collaborative effort. With this we can establish some grounding and balancing rules.
- Enchanted items should be rarely available, well guarded and difficult to access.
- Enchanted items should not be available for sale at the local Magic or Curiosity shop unless they are common or Uncommon enchantments.
- Enchanted items are rarely encountered and found on others.
- Enchanted items are not common knowledge and most people cannot spot the difference.
High Fantasy
In a High Fantasy Setting as a general rule altered realms assumes that the creation of an Enchanted Item is less cost, labor and energy intensive. With this we can establish some grounding and balancing rules.
- Enchanted items should be more readily available and less well guarded and difficult to access.
- Enchanted items should be available for sale at various enchantment strengths but very powerful enchanted items should be well guarded.
- Enchanted items are more likely to be encountered and found on others.
- Enchanted items are common knowledge and people know to look out for them.
A quick and easy adjustment for a High Fantasy Setting vs the standard Fantasy is to reduce the Rarity Trait of Each Enchantment by 1. Rare becomes Uncommon and so on.
Silver vs XP Table
What if a Player wants to start the game with a unique Enchanted item?
As a Narrator what if I want to have one of my Creatures or NPCs equipped with a unique Enchanted item?
We can either assume that a character spent time and energy or an inordinate amount of money to acquire their enchant item(s). Using that assumption we can establish a metric for how to grant magical enchantments should be distributed and how much of a character's resources should be dedicated to the acquisition of said magic.
The following table is a general guide on how to spend XP in exchange for Enchanted Item Silver(Silver that can Only be used to create enchanted Item(s)). A Narrator may decide to use either the XP cost for enchantments, the Silver cost or a combination of both. All realms are different and there is no one absolute answer to anything.
Silver Cost | XP to Acquire |
---|---|
5,000 | 1 |
10,000-20,000 | 2 |
30,000-60,000 | 3 |
80,000-120,000 | 4 |
250,000-800,000 | 6 |
1,000,000 + | 8+ |
Enchanted Item Traits
Like most items, Enchanted items also possess Traits. The following is a quick reference guide to all Traits unique to Enchanted Items.
Un-combinable
This enchantment cannot be combined with other enchantments of the same type. Instead, the strongest instance of the effect will be the only one that is considered active.
Cursed
The item is Cursed.
Curses will remain on an individual until the Curse is Removed, the Item is Destroyed or the person who triggered the curse Dies. In some extreme cases a Curse can persist after the destruction of its item or after the Death of an Individual.
A Curse can be triggered in a variety of ways:
- Touching the Item - Commonly
- Using the Item - Commonly
- Selling, Trading, Discarding or Giving the Item Away - Uncommonly
- Taking the Item away from its resting place - Commonly
- Investigating the Item - Rarely
Curses
The following is a list of suggested curses that might be attached to an enchanted item.
Powerlust
The Curse causes the user to feel an intense desire to collect as much wealth, information, power or influence as possible.
Battlelust
The Curse causes the user to feel intense excitement at the prospect of battle or combat and fills them with a sense of euphoria while fighting.
Bloodlust
The Curse causes the user to feel an intense rage during battle, causing them to kill where they would normally have shown mercy.
Changing
The Curse causes the Species of the item’s user to be altered, either partially or completely.
Corrupting
The Curse slowly causes the user’s Moral Compass and Position to change.
Possessing
The Curse houses an entire personality that slowly invades the mind of the user, eventually altering their behavior or replacing their psyche altogether.
Following
The Curse causes the item to return to the user in strange and unpredictable ways, no matter how they try to get rid of the thing.
Desire
The curse fills the user with a sense of dread and anxiety whenever they cannot see or touch the item.
Enchantments
The following section is intended to be used as a modular way to design your own magic items. Any item can be Enchanted, but some enchantments are better suited to certain types of items and equipment.
Armor and Apparel Enchantments
Enchantments that would typically only be applied to armor or clothing.
Air Conditioning / Heat
Regulates the internal temperature of the armor while worn in Hot to Cold temperatures but not Extreme Temperatures..
XP Cost: 1 Cost: 5,000 Silver Traits: Uncommon
Armor
Adds 5 Armor Points to the Item.
XP Cost: 1 Cost: 5,000 Silver Traits: Common
Elemental Resistance
Adds Resistance to an Elemental Damage type to the Item.
XP Cost: 1 Cost: 20,000 Silver Traits: Rare, Un-combinable
Immunity
The item grants the wearer Immunity to a particular damage type.
XP Cost: 8 Cost: 1,000,000 Silver Traits: Rare, Un-combinable
Muffling
Reduces the Stealth Penalty for an armor by up to 2.
XP Cost: 2 Cost: 10,000 Silver Traits: Common, Un-combinable
Muffling II
Reduces the Stealth Penalty for an armor by up to 4.
XP Cost: 4 Cost: 60,000 Silver Traits: Uncommon, Un-combinable
Muffling III
Reduces the Stealth Penalty for an armor by up to 6.
XP Cost: 6 Cost: 120,000 Silver Traits: Rare, Un-combinable
Physical Resistance
XP Cost: 1 Cost: 10,000 Silver Traits: Uncommon, Un-combinable
Adds 1 Typed Physical Resistance to the item.
Preservation
XP Cost: 1 Cost: 5,000 Silver Traits: Uncommon
Preserves the user's body in case of death.
Protection
+1 to the wearer’s AC.
XP Cost: 2 Cost: 20,000 Silver Traits: Common, Un-combinable
Protection II
+2 to the wearer’s AC.
XP Cost: 3 Cost: 40,000 Silver Traits: Uncommon, Un-combinable
Protection III
+3 to the wearer’s AC.
XP Cost: 5 Cost: 100,000 Silver Traits: Rare, Un-combinable
Weapon Enchantments
Enchantments that would typically only be applied to weapons.
Anguish
The Weapon gains +1 to Damage Rolls.
XP Cost: 1 Cost: 5,000 Silver Traits: Common, Un-combinable
Anguish II
The Weapon gains +2 to Damage Rolls.
XP Cost: 2 Cost: 15,000 Silver Traits: Uncommon, Un-combinable
Anguish III
The Weapon gains +3 to Damage Rolls.
XP Cost: 3 Cost: 30,000 Silver Traits: Rare, Un-combinable
Anguish IV
The Weapon gains +4 to Damage Rolls.
XP Cost: 4 Cost: 60,000 Silver Traits: Priceless, Un-combinable
Anguish V
The Weapon gains +5 to Attack and Damage Rolls.
XP Cost: 5 Cost: 100,000 Silver Traits: Legendary, Un-combinable
Acid Weapon
The Weapon's Damage that it deals is now all considered to be Acid Damage.
XP Cost: 2 Cost: 10,000 Silver Traits: Rare
Acidic
Adds 1 Acid Damage to the Weapon’s Attacks.
XP Cost: 1 Cost: 5,000 Silver Traits: Common, Un-combinable
Acidic II
Adds 2 Acid Damage to the Weapon’s Attacks.
XP Cost: 2 Cost: 10,000 Silver Traits: Uncommon, Un-combinable
Acidic III
Adds 3 Acid Damage to the Weapon’s Attacks.
XP Cost: 3 Cost: 20,000 Silver Traits: Rare, Un-combinable
Acidic IV
Adds 4 Acid Damage to the Weapon’s Attacks.
XP Cost: 4 Cost: 40,000 Silver Traits: Priceless, Un-combinable
Acidic V
Adds 5 Acid Damage to the Weapon’s Attacks.
XP Cost: 5 Cost: 80,000 Silver Traits: Legendary, Un-combinable
Arc Weapon
The Weapon's Damage that it deals is now all considered to be Electrical Damage.
XP Cost: 2 Cost: 10,000 Silver Traits: Rare
Blasting
Adds 1 Kinetic Damage to the Weapon’s Attacks.
XP Cost: 1 Cost: 5,000 Silver Traits: Common, Un-combinable
Blasting II
Adds 2 Kinetic Damage to the Weapon’s Attacks.
XP Cost: 2 Cost: 10,000 Silver Traits: Uncommon, Un-combinable
Blasting III
Adds 3 Kinetic Damage to the Weapon’s Attacks.
XP Cost: 3 Cost: 20,000 Silver Traits: Rare, Un-combinable
Blasting IV
Adds 4 Kinetic Damage to the Weapon’s Attacks.
XP Cost: 4 Cost: 40,000 Silver Traits: Priceless, Un-combinable
Blasting V
Adds 5 Kinetic Damage to the Weapon’s Attacks.
XP Cost: 5 Cost: 80,000 Silver Traits: Legendary, Un-combinable
Bright
Adds Activatable Dim Light(5 Meter Radius) to the item and 1 Burn Damage to the Weapon’s Attacks
XP Cost: 2 Cost: 10,000 Silver Traits: Common, Un-combinable
Activation: Motion
Bright II
Adds Activatable Dim Light(10 Meter Radius) to the item and 2 Burn Damage to the Weapon’s Attacks.
XP Cost: 3 Cost: 30,000 Silver Traits: Uncommon, Un-combinable
Activation: Motion
Bright III
Adds Activatable Bright Light(5 Meter Radius) and Dim Light(10 Meter Radius) to the item and 3 Burn Damage to the Weapon’s Attacks.
XP Cost: 4 Cost: 60,000 Silver Traits: Rare, Un-combinable
Activation: Motion
Bright IV
Adds Activatable Bright Light(10 Meter Radius) and Dim Light(15 Meter Radius) to the item and 4 Burn Damage to the Weapon’s Attacks.
XP Cost: 5 Cost: 80,000 Silver Traits: Priceless, Un-combinable
Activation: Motion
Bright V
Adds Activatable Bright Light(15 Meter Radius) and Dim Light(20 Meter Radius) to the item and 5 Burn Damage to the Weapon’s Attacks.
XP Cost: 6 Cost: 250,000 Silver Traits: Priceless, Un-combinable
Activation: Motion
Burning
Adds 1 Burn Damage to the Weapon’s Attacks.
XP Cost: 1 Cost: 5,000 Silver Traits: Common, Un-combinable
Burning II
Adds 2 Burn Damage to the Weapon’s Attacks.
XP Cost: 2 Cost: 10,000 Silver Traits: Uncommon, Un-combinable
Burning III
Adds 3 Burn Damage to the Weapon’s Attacks.
XP Cost: 3 Cost: 20,000 Silver Traits: Rare, Un-combinable
Burning IV
Adds 4 Burn Damage to the Weapon’s Attacks.
XP Cost: 4 Cost: 40,000 Silver Traits: Priceless, Un-combinable
Burning V
Adds 5 Burn Damage to the Weapon’s Attacks.
XP Cost: 5 Cost: 80,000 Silver Traits: Legendary, Un-combinable
Deadly
The Weapon’s Critical Hit Range is increased by 1. This means that if the wielder typically critically hits when they roll a 20 on the die, while wielding this weapon, they critically hit on a 19 or 20.
XP Cost: 2 Cost: 50,000 Silver Traits: Rare, Un-combinable
Deadly II
The Weapon’s Critical Hit Range is increased by 2. This means that if the wielder typically critically hits when they roll a 20 on the die, while wielding this weapon, they critically hit on a 18, 19 or 20.
XP Cost: 4 Cost: 250,000 Silver Traits: Rare, Un-combinable
Deadly III
The Weapon’s Critical Hit Range is increased by 3. This means that if the wielder typically critically hits when they roll a 20 on the die, while wielding this weapon, they critically hit on a 17, 18, 19 or 20.
XP Cost: 8 Cost: 1,000,000 Silver Traits: Rare, Un-combinable
Electrified
Adds 1 Electrical Damage to the Weapon’s Attacks.
XP Cost: 1 Cost: 5,000 Silver Traits: Common, Un-combinable
Electrified II
Adds 2 Electrical Damage to the Weapon’s Attacks.
XP Cost: 2 Cost: 10,000 Silver Traits: Uncommon, Un-combinable
Electrified III
Adds 3 Electrical Damage to the Weapon’s Attacks.
XP Cost: 3 Cost: 20,000 Silver Traits: Rare, Un-combinable
Electrified IV
Adds 4 Electrical Damage to the Weapon’s Attacks.
XP Cost: 4 Cost: 40,000 Silver Traits: Priceless, Un-combinable
Electrified V
Adds 5 Electrical Damage to the Weapon’s Attacks.
XP Cost: 5 Cost: 80,000 Silver Traits: Legendary, Un-combinable
Enhancement
The Weapon gains +1 to Attack and Damage Rolls.
XP Cost: 2 Cost: 10,000 Silver Traits: Uncommon, Un-combinable
Enhancement II
The Weapon gains +2 to Attack and Damage Rolls.
XP Cost: 4 Cost: 30,000 Silver Traits: Rare, Un-combinable
Enhancement III
The Weapon gains +3 to Attack and Damage Rolls.
XP Cost: 6 Cost: 80,000 Silver Traits: Rare, Un-combinable
Enhancement IV
The Weapon gains +4 to Attack and Damage Rolls.
XP Cost: 8 Cost: 250,000 Silver Traits: Rare, Un-combinable
Enhancement V
The Weapon gains +5 to Attack and Damage Rolls.
XP Cost: 10 Cost: 1,000,000 Silver Traits: Priceless, Un-combinable
Explosive Weapon
The Weapon's Damage that it deals is now all considered to be Kinetic Damage.
XP Cost: 3 Cost: 20,000 Silver Traits: Rare
Fiery Weapon
The Weapon's Damage that it deals is now all considered to be Burn Damage.
XP Cost: 2 Cost: 10,000 Silver Traits: Rare
Frozen
Adds 1 Frost Damage to the Weapon’s Attacks.
XP Cost: 1 Cost: 5,000 Silver Traits: Uncommon, Un-combinable
Frozen II
Adds 2 Frost Damage to the Weapon’s Attacks.
XP Cost: 2 Cost: 10,000 Silver Traits: Uncommon, Un-combinable
Frozen III
Adds 3 Frost Damage to the Weapon’s Attacks.
XP Cost: 3 Cost: 20,000 Silver Traits: Uncommon, Un-combinable
Frozen IV
Adds 4 Frost Damage to the Weapon’s Attacks.
XP Cost: 4 Cost: 40,000 Silver Traits: Rare, Un-combinable
Frozen V
Adds 5 Frost Damage to the Weapon’s Attacks.
XP Cost: 5 Cost: 80,000 Silver Traits: Priceless, Un-combinable
Holy Weapon
The Weapon's Damage that it deals is now all considered to be Holy Damage.
XP Cost: 2 Cost: 10,000 Silver Traits: Rare
Precision
The Weapon gains +1 to Attack Rolls.
XP Cost: 1 Cost: 5,000 Silver Traits: Uncommon, Un-combinable
Precision II
The Weapon gains +2 to Attack Rolls.
XP Cost: 2 Cost: 15,000 Silver Traits: Uncommon, Un-combinable
Precision III
The Weapon gains +3 to Attack Rolls.
XP Cost: 3 Cost: 30,000 Silver Traits: Uncommon, Un-combinable
Precision IV
The Weapon gains +4 to Attack Rolls.
XP Cost: 4 Cost: 60,000 Silver Traits: Uncommon, Un-combinable
Precision V
The Weapon gains +5 to Attack Rolls.
XP Cost: 5 Cost: 100,000 Silver Traits: Uncommon, Un-combinable
Sanctified
Adds 1 Holy Damage to the Weapon’s Attacks.
XP Cost: 1 Cost: 5,000 Silver Traits: Common, Un-combinable
Sanctified II
Adds 2 Holy Damage to the Weapon’s Attacks.
XP Cost: 2 Cost: 10,000 Silver Traits: Uncommon, Un-combinable
Sanctified III
Adds 3 Holy Damage to the Weapon’s Attacks.
XP Cost: 3 Cost: 20,000 Silver Traits: Rare, Un-combinable
Sanctified IV
Adds 4 Holy Damage to the Weapon’s Attacks.
XP Cost: 4 Cost: 40,000 Silver Traits: Priceless, Un-combinable
Sanctified V
Adds 4 Holy Damage to the Weapon’s Attacks.
XP Cost: 5 Cost: 80,000 Silver Traits: Legendary, Un-combinable
Tainted
Adds 1 Necrotic Damage to the Weapon’s Attacks.
XP Cost: 1 Cost: 5,000 Silver Traits: Common, Un-combinable
Tainted II
Adds 2 Necrotic Damage to the Weapon’s Attacks.
XP Cost: 2 Cost: 10,000 Silver Traits: Uncommon, Un-combinable
Tainted III
Adds 3 Necrotic Damage to the Weapon’s Attacks.
XP Cost: 3 Cost: 20,000 Silver Traits: Rare, Un-combinable
Tainted IV
Adds 4 Necrotic Damage to the Weapon’s Attacks.
XP Cost: 4 Cost: 40,000 Silver Traits: Priceless, Un-combinable
Tainted V
Adds 5 Necrotic Damage to the Weapon’s Attacks.
XP Cost: 5 Cost: 80,000 Silver Traits: Legendary, Un-combinable
Toxic
Adds 1 Toxic Damage to the Weapon’s Attacks.
XP Cost: 1 Cost: 5,000 Silver Traits: Common, Un-combinable
Toxic II
Adds 2 Toxic Damage to the Weapon’s Attacks.
XP Cost: 2 Cost: 10,000 Silver Traits: Uncommon, Un-combinable
Toxic III
Adds 3 Toxic Damage to the Weapon’s Attacks.
XP Cost: 3 Cost: 20,000 Silver Traits: Rare, Un-combinable
Toxic IV
Adds 4 Toxic Damage to the Weapon’s Attacks.
XP Cost: 4 Cost: 40,000 Silver Traits: Priceless, Un-combinable
Toxic V
Adds 5 Toxic Damage to the Weapon’s Attacks.
XP Cost: 5 Cost: 80,000 Silver Traits: Legendary, Un-combinable
Venomous
Adds 1 Venom Damage to the Weapon’s Attacks.
XP Cost: 1 Cost: 5,000 Silver Traits: Common, Un-combinable
Venomous II
Adds 2 Venom Damage to the Weapon’s Attacks.
XP Cost: 2 Cost: 10,000 Silver Traits: Uncommon, Un-combinable
Venomous III
Adds 3 Venom Damage to the Weapon’s Attacks.
XP Cost: 3 Cost: 20,000 Silver Traits: Rare, Un-combinable
Venomous IV
Adds 4 Venom Damage to the Weapon’s Attacks.
XP Cost: 4 Cost: 40,000 Silver Traits: Priceless, Un-combinable
Venomous V
Adds 5 Venom Damage to the Weapon’s Attacks.
XP Cost: 5 Cost: 80,000 Silver Traits: Legendary, Un-combinable
Viper Weapon
The Weapon's Damage that it deals is now all considered to be Venom Damage.
XP Cost: 2 Cost: 10,000 Silver Traits: Rare
Vile Weapon
The Weapon's Damage that it deals is now all considered to be Toxic Damage.
XP Cost: 2 Cost: 10,000 Silver Traits: Rare
Necro Weapon
The Weapon's Damage that it deals is now all considered to be Necrotic Damage.
XP Cost: 2 Cost: 10,000 Silver Traits: Rare
Vorpal
The weapon is easily capable of severing limbs and decapitating foes.
XP Cost: 8 Cost: 1,000,000 Silver Traits: Legendary
Effect: Wounds dealt by this weapon always result in the severing of a limb or decapitation.
Roll 1d4 to determine;
1 & 2 - Sever a limb at random.
3 & 4 - Decapitation, Living creatures that have been Decapitated are always reduced to zero HP begin Dying and cannot pass Death Saving Throws while in that state.
Critical Hits with this weapon always deal a Wound regardless of actual damage dealt.
Miscellaneous Enchantments
Enchantments that can go on just about anything.
Arcane Communications
XP Cost: 2 Cost: 10,000 Silver Traits: Uncommon
Activation: Motion Range: 2,000 Kilometers
Effect: Once activated, the user can see and verbally communicate through other items enchanted with the same enchantment. They can only connect to other users of which they are aware. The user may choose to decline or ignore Arcane Communications made to their device using a Motion.
Usage: Limitless
Arcane Key
The item grants the user the ability to Unlock Mundane locks.
XP Cost: 2 Cost: 20,000 Silver Traits: Uncommon
Activation: Motion
Effect: The user may Unlock any Lock with a Skill DC of 14 or lower required to unlock.
Usage: 1 Charge Capacity, Recharges 1 Charge after 1 Hour.
Arcane Master Key
The item grants the user the ability to Unlock Complex locks.
XP Cost: 4 Cost: 100,000 Silver Traits: Rare
Activation: Motion
Effect: The user may Unlock any Lock with a Skill DC of 18 or lower required to unlock.
Usage: 1 Charge Capacity, Recharges 1 Charge after 1 Hour.
Arcane Skeleton Key
The item grants the user the ability to Unlock Intricate locks.
XP Cost: 8 Cost: 500,000 Silver Traits: Priceless
Activation: Motion
Effect: The user may Unlock any Lock with a Skill DC of 22 or lower required to unlock.
Usage: 1 Charge Capacity, Recharges 1 Charge after 1 Hour.
Arcane Repair
The item can repair broken or damaged items and equipment, including Enchanted Items.
XP Cost: 3 Cost: 20,000 Silver Traits: Rare
Activation: Action
Effect: The user can Fix or Repair any Mundane or Enchanted Item or Equipment they Touch with this Item.
Usage: 1 Charge Capacity, Recharges 1 Charge after 1 Hour.
Arcane Seal
The item grants the user the ability to Magically Lock or Seal Doors, Windows, Hatches and Containers when Activated.
XP Cost: 3 Cost: 20,000 Silver Traits: Uncommon
Activation: Motion
Effect: The user may Magically Seal any Door, Window, Hatch or Container they can Touch with the Item or projectiles fired from the item. The Seal Remains until a DC 18 Arcane or Fine Motor Skill Roll is Successfully made to Break the Arcane Seal.
Usage: 3 Charge Capacity, Recharges 1 Charge after 1 Hour.
Arcane Vision
The item grants the user the ability to Perceive the Arcane Realm.
XP Cost: 2 Cost: 10,000 Silver Traits: Uncommon
Activation: Motion Range: 20 Meters
Effect: The user can see all things Arcane, including; Arcane Auras, Arcane Energy and Arcane Runes.
Usage: Limitless
Armor-smith
The Item Restores Armor Points when Activated.
XP Cost: 3 Cost: 30,000 Silver Traits: Rare
Range: 5 Meters Activation: Motion
Effect: The user can Restore 2d4+4 Armor Points to Equipment within Range.
Usage: 1 Charge Capacity, Recharges 1 Charge after 1 Hour.
Attribute Boost
The item temporarily grants the user +10(+5 to associated rolls) to one Attribute.
XP Cost: 4 Cost: 100,000 Silver Traits: Rare
Activation: Motion
Effect: The Wearer Gains +10 to one Attribute until the End of their Next Turn.
Usage: 1 Charge, Recharges 1 Charge after 8 Hours.
Barrier
The item generates an Arcane Barrier when Activated.
XP Cost: 3 Cost: 60,000 Silver Traits: Uncommon
Activation: Motion Barrier HP: 20
Effect: The user can form a 1 Meter Wide Arcane Barrier that acts as ½ Cover and can be moved up to 6 Meters by the user per Round.
Usage: 1 Charge Capacity, Recharges 1 Charge after 1 Hour.
Bottomless
The item contains an unlimited supply of a certain common food, drink or condiment.
XP Cost: 2 Cost: 10,000 Silver Traits: Uncommon
Activation: Motion
Effect: When activated by reaching into or pouring out the container, the enchantment releases up to 1 kg(2.2 lbs.) or 1 liter(1.05 quarts) of the chosen food substance per hour.
Usage: Limitless
Bottomless II
The item contains an unlimited supply of a certain common or uncommon food, drink or condiment.
XP Cost: 4 Cost: 80,000 Silver Traits: Rare
Activation: Motion
Effect: When activated by reaching into or pouring out the container, the enchantment releases up to 1 kg(2.2 lbs.) or 1 liter(1.05 quarts) of the chosen food substance per hour.
Usage: Limitless
Bottomless III
The item contains an unlimited supply of a certain common, uncommon or rare food, drink or condiment.
XP Cost: 6 Cost: 250,000 Silver Traits: Priceless
Activation: Motion
Effect: When activated by reaching into or pouring out the container, the enchantment releases up to 1 kg(2.2 lbs.) or 1 liter(1.05 qaurts) of the chosen food substance per hour.
Usage: Limitless
Cats-Eye
The item grants the user the ability to See in Dim or Dark lighting conditions.
XP Cost: 2 Cost: 10,000 Silver Traits: Uncommon
Activation: Motion
Range: 20 Meters
Effect: The user can see in Dim or Dark Lighting Conditions at no penalty while the enchantment is active.
Usage: Limitless
Chameleon
The item grants the user the ability to blend in with their surroundings when activated.
XP Cost: 2 Cost: 50,000 Silver Traits: Uncommon
Activation: Motion
Effect: The wearer becomes Chameleoned for up to 10 Minutes.
While Chameleoned you gain +5 to all Stealth Skill Rolls.
You are nearly impossible to Detect Visually but your Shadow, Movements and Scent can all still be Detected normally.
Usage: 1 Charge Capacity, Recharges 1 Charge after 1 Hour.
Cleaning
The item keeps itself and the wearer’s clothing free of debris and stains.
XP Cost: 1 Cost: 5,000 Silver Traits: Common
Usage: Limitless
Detection
The item scans for Creatures of a Particular Species or Type.
XP Cost: 2 Cost: 10,000 Silver Traits: Rare
Range: 20 Meters
Effect: The enchantment Senses and is capable of Detecting any Creatures of the chosen Type within Range, even through walls or opaque materials.
Passive Perception of 14. If it detects a creature of the chosen type it will Vibrate, Hum or Glow to warn its wearer.
Usage: Limitless
Disguise
The item allows its user to alter their facial features.
XP Cost: 3 Cost: 60,000 Silver Traits: Rare
Activation: Motion
Effect: The user may cover, alter or disguise their facial features in whatever way they please, including, eye, ear, skin, scale, horn, fur, feather and hair changes. The disguise is illusory and is dispelled if the item is removed or destroyed. Creatures that touch the wearer’s face will feel any features present on their real face rather than those presented in the disguise. Recreating a specific face requires an accompanying Arcane Skill Roll. The higher the skill, the more convincing the portrayal.
Usage: 1 Charge Capacity, Recharges 1 Charge after 1 Minute.
Eagle Eye
The item grants the user the ability to See and Focus on Creatures and Objects over great distances when Activated.
XP Cost: 2 Cost: 10,000 Silver Traits: Uncommon
Activation: Motion
Effect: The user can see without penalty at up to a distance of 250 Meters, rather than the standard 60.
Usage: Limitless
Elevator
The item grants the user the ability to Raise and lower Objects and Creatures.
XP Cost: 2 Cost: 10,000 Silver Traits: Rare
Speed: 6 Meters per Movement Weight Limit: 400 kg.
Usage: Limitless
Empowered (ARP)
The item grants the user +2 to a specific Attribute Resource Pool(Might, Stamina, etc.).
XP Cost: 2 Cost: 10,000 Silver Traits: Uncommon, Un-combinable
Enchanted Ear
The item Provides Audio for the item’s current user, even when separated.
XP Cost: 2 Cost: 10,000 Silver Traits: Uncommon
Range: 100 Meters
Effect: The Item grants the user an additional Audio sense, even when the item is separated from the user.
Usage: Limitless
Enchanted Eye
The item Provides vision for the item’s current user, even when separated.
XP Cost: 2 Cost: 10,000 Silver Traits: Uncommon
Range: 100 Meters
Effect: The Item grants the user an additional vision viewpoint, even when the item is separated from the user.
Usage: Limitless
Endless
The item contains an unlimited supply of a certain common item or material.
XP Cost: 2 Cost: 20,000 Silver Traits: Uncommon
Activation: Motion
Effect: When activated by reaching into or pouring out the container, the enchantment releases up to 1 count or 1 kg(2.2 lbs) or 1 liter(1.05 qts) of the chosen item/material per hour.
Usage: Limitless
Endless II
The item contains an unlimited supply of a certain Uncommon item or material.
XP Cost: 4 Cost: 80,000 Silver Traits: Rare
Activation: Motion
Effect: When activated by reaching into or pouring out the container, the enchantment releases up to 1 count or 1 kg(2.2 lbs.) or 1 liter(1.05 quarts) of the chosen item/material per hour.
Usage: Limitless
Endless III
The item contains an unlimited supply of a certain Rare item or material.
XP Cost: 8 Cost: 1,000,000 Silver Traits: Priceless
Activation: Motion
Effect: When activated by reaching into or pouring out the container, the enchantment releases up to 1 count or 1 kg(2.2 lbs.) or 1 liter(1.05 quarts) of the chosen item/material per hour.
Usage: Limitless
Evaluation
When the Item is Equipped to a Creature the enchantment is capable of discerning and communicating or displaying the Moral Compass, Moral Position and Moral Trend of the Creature,
And / Or discerning and communicating or displaying the Archetype and Current Level of the Creature,
And / Or discerning and communicating or displaying the Amount and Type of Spells and Maneuvers the Creature possesses.
XP Cost: 2 Cost: 10,000 Silver Traits: Rare
Usage: Limitless
Face Thief
The item allows its user to copy the facial features of another creature over their own.
XP Cost: 4 Cost: 120,000 Silver Traits: Rare
Activation: Motion
Effect: While looking at a creature’s face the wearer can activate this enchantment to copy the face of that creature over their own. The copy is illusory and is dispelled if the item is removed or destroyed. Creatures that touch the wearer’s face will feel any features present on their real face rather than those presented in the copy.
Usage: 1 Charge Capacity, Recharges 1 Charge after 1 Hour.
False Constitution
The item magically alters the Constitution of the user.
XP Cost: 2 Cost: 20,000 Silver Traits: Rare
Activation: Equip
Effect: When worn the enchanted item causes the user’s Constitution to be an 18. Any other Constitution modifiers are suppressed while the enchantment is in effect.
Usage: Limitless
False Dexterity
The item magically alters the Dexterity of the user.
XP Cost: 2 Cost: 20,000 Silver Traits: Rare
Activation: Equip
Effect: When worn the enchanted item causes the user’s Dexterity to be an 18. Any other Dexterity modifiers are suppressed while the enchantment is in effect.
Usage: Limitless
False Intellect
The item magically alters the Intellect of the user.
XP Cost: 2 Cost: 20,000 Silver Traits: Rare
Activation: Equip
Effect: When worn the enchanted item causes the user’s Intellect to be an 18. Any other Intellect modifiers are suppressed while the enchantment is in effect.
Usage: Limitless
False Strength
The item magically alters the Strength of the user.
XP Cost: 2 Cost: 20,000 Silver Traits: Rare
Activation: Equip
Effect: When worn the enchanted item causes the user’s Strength to be an 18. Any other Strength modifiers are suppressed while the enchantment is in effect.
Usage: Limitless
False Wisdom
The item magically alters the Wisdom of the user.
XP Cost: 2 Cost: 20,000 Silver Traits: Rare
Activation: Equip
Effect: When worn the enchanted item causes the user’s Wisdom to be an 18. Any other Wisdom modifiers are suppressed while the enchantment is in effect.
Usage: Limitless
Flight
The item grants the user the ability to Fly.
XP Cost: 6 Cost: 250,000 Silver Traits: Rare
Speed: 6 Meters per Movement Weight Limit: 400 kg.
Usage: Limitless
Generate (Element)
The enchantment generates a constant supply of the choses element.
XP Cost: 2 Cost: 20,000 Silver Traits: Rare
Activation: Motion
Effect: When activated, the enchantment releases a constant stream of the chosen element(Fire, Water, Earth, Air, etc.). If collected it amounts to 1 kg(2.2 lbs.) or 1 liter(1.05 quarts) of the chosen element per hour.
Usage: Limitless
Growth
The item can, when activated, Increase the Size of Creatures or Objects Temporarily.
XP Cost: 3 Cost: 100,000 Silver Traits: Rare
Activation: Action Duration: 1 Minute(6 Rounds)
Effect: The user can cause an Item or Creature they can touch to Magically Grow until they become Giant Sized.
Usage: 1 Charge Capacity, Recharges 1 Charge after 1 Hour.
Healing
The Item Restores HP when Activated.
XP Cost: 3 Cost: 50,000 Silver Traits: Uncommon
Range: 5 Meters Activation: Motion
Effect: The can Restore 2d4+4 HP to a Creature within Range.
Usage: 1 Charge Capacity, Recharges 1 Charge after 1 Hour.
Hidden Message
The Item reveals a hidden audio or visual message when the right conditions are met.
XP Cost: 1 Cost: 5,000 Silver Traits: Uncommon
Usage: Limitless
Hover
The item grants the user the ability to Hover.
XP Cost: 2 Cost: 20,000 Silver Traits: Uncommon
Distance: 6 Meters Weight Limit: 400 kg.
Usage: Limitless
Illumination
The item glows brightly when Activated, increasing the surrounding light level.
XP Cost: 2 Cost: 10,000 Silver Traits: Common
Activation: Motion
Effect: Generates Bright light up to 10 Meters Away and/or Dim Light up to 30 Meters Away.
Usage: Limitless
Indestructible
The Item cannot be destroyed by normal means.
A spell with a higher mana cost than the cost to create an enchanted item(XP cost x 10) can destroy an indestructible Item.
Damage dealt to an indestructible item in a single instance equaling the cost to create an enchanted item(XP cost x 1,000) can destroy an indestructible Item.
XP Cost: 2 Cost: 10,000 Silver Traits: Rare
Usage: Limitless
Invisibility
The item grants the user the ability to become invisible when activated.
XP Cost: 4 Cost: 100,000 Silver Traits: Rare
Activation: Motion
Effect: The wearer becomes Invisible for up to 10 Minutes.
While Invisible you gain +10 to all Stealth Skill Rolls.
You cannot be Detected Visually but your Shadow, Movements and Scent can all still be Detected.
Usage: 1 Charge Capacity, Recharges 1 Charge after 1 Hour.
Luck
The item grants the user additional luck when activated.
XP Cost: 4 Cost: 250,000 Silver Traits: Priceless
Activation: Motion
Effect: The user is granted +4 and Advantage on their next Die Roll.
Usage: 1 Charge Capacity, Recharges 1 Charge after 12 Hours.
Mana Battery
The item grants the user Mana when Activated.
XP Cost: 3 Cost: 60,000 Silver Traits: Rare
Activation: Motion
Effect: The user has 3 Mana Restored when they Activate the Item.
Usage: 1 Charge Capacity, Recharges 1 Charge after 3 Hours.
Mending
The Item Restores Item HP or Armor Points when Activated.
XP Cost: 2 Cost: 10,000 Silver Traits: Rare
Range: 5 Meters
Activation: Motion
Effect: The can Restore 2d4+4 HP or Armor Points to an Object or Item within Range
Usage: 1 Charge Capacity, Recharges 1 Charge after 1 Hour.
Multiform (Item, Weapon or Equipment Type)
The Item can take on various forms of the same type of object.
XP Cost: 1 Cost: 5,000 Silver Traits: Uncommon
Activation: Motion
Effect: The item takes on the form of any time of item or object of the same type. Hats can become other types of hat, coats can become other types of outerwear, swords can become other types of sword. The user may decide what design the item takes. Imitating or replicating a specific item requires an accompanying Knowledge or Arcane Skill Roll. The higher the skill roll, the more convincing the results.
Usage: 3 Charge Capacity, Recharges 1 Charge after 1 Minute.
Obscuring
The item obscures the wearer/wielder’s visage, causing their face to be unrecognizable.
XP Cost: 2 Cost: 10,000 Silver Traits: Rare
Activation: Motion
Effect: The user’s face becomes shadowed, blurred or otherwise unrecognizable.
Usage: Limitless
Phasing
The item grants the user the ability to Phase through the material realms when Activated.
XP Cost: 4 Cost: 100,000 Silver Traits: Rare
Activation: Motion
Effect: The wearer is considered to be Phasing for up to 10 Minutes.
While Phasing you are Resistant to all Non-Magical Damage and can move through Walls, Objects and Structures as if they were Rough Terrain.
You Must Spend 1 Willpower to Interact with the Physical World.
You Must Spend 2 Willpower to Deal Damage in the Physical World.
Usage: 1 Charge Capacity, Recharges 1 Charge after 1 Hour.
Polymorph
XP Cost: 4 Cost: 100,000 Silver Traits: Rare
Activation: Action Duration: Until Dispelled - DC 20 Arcane Skill Roll or 3 Mana Cost Dispel Effect Required
Effect: The user can Polymorph an Item or Creature they can touch with the Item. They may Polymorph the Large or Smaller Creature or Object into a Large or Smaller Creature or Object of their Choice. Reducing the Polymorphed Creature or Object to Zero HP causes it to begin Dying. While Polymorphed, Objects and Creatures only have access to Traits and Abilities granted by their current form.
Usage: 1 Charge Capacity, Recharges 1 Charge after 12 Hours.
Portal
The item grants the user the ability to create short Traversable Portals when Activated.
XP Cost: 4 Cost: 100,000 Silver Traits: Rare
Range: 10 Meters Activation: Motion
Effect: The user can create a 1 Meter Area Portal within range, it must be placed on non-rough Terrain or a flat wall or surface.
If two Portals are Present the Portals become Traversable.
Travel between the two portals always uses 1 Meter of Movement regardless of actual distance.
Portals can persist for up to 2 minutes. Optionally the user may close 1 or more portals using a Motion or Reaction.
Usage: 2 Charge Capacity, Recharges 2 Charges after 1 Hour when Empty.
Closing Portal Hazard: Creatures adjacent to a Closing portal that attempt to travel through via their Reaction must pass a DC 14 DEX Saving Throw. Succeeding results in successfully traveling through to an unoccupied space. Failing results in loss of limb or life. Creatures that Fail are dealt 6d6+6 Slash Damage and if they are Wounded by this Damage they are considered to have rolled a 10 on the Slash Wound Table.
Psychic Communication
The item grants the user the ability to form psychic lines of communication with nearby intelligent creatures.
XP Cost: 3 Cost: 60,000 Silver Traits: Rare
Activation: Motion Range: 100 Meters
Effect: The user can form a line of psychic communication with a creature within range(100 m) with an intellect of 10 or higher. The creature internally hears the voice of the user in whatever language the thoughts were projected and can respond by projecting their own thoughts back. The user can end communications at any time using a motion. The enchantment effect also ends when the user and target are no longer within range(100 m).
Usage: Limitless
Realm-Gate
The item grants the user the ability to create portals between Realms.
XP Cost: 10 Cost: 2,500,000 Silver Traits: Artifact
Range: 7 Meters Activation: Motion
Effect: The user can create a 1 Meter Area Realm Portal within range, it must be placed on non-rough Terrain or a flat wall or surface.
The Realm-Gate can have a destination of any Realm you have Traveled.
Specifying a location within the Realm is permitted, however the Realm-Gate Destination has a variance of about 1,000 Meters(Narrator can use a d10 to determine).
The Realm-Gate can persist for up to 1 minute(6 Rounds).
Optionally the user may Close the Realm-Gate using a Motion.
Usage: 1 Charge Capacity, Recharges 1 Charge after 8 Hours when Empty.
Closing Portal Hazard: Creatures adjacent to a Closing portal that attempt to travel through via their Reaction must pass a DC 14 DEX Saving Throw. Succeeding Results in successfully traveling through to an unoccupied space A Failing results in loss of limb or life. Creatures that Fail are dealt 6d4+4 Slash Damage and if they are Wounded by this Damage they are considered to have rolled a 10 on the Slash Wound Table.
Repairing
The item can repair broken or damaged items and equipment.
XP Cost: 4 Cost: 80,000 Silver Traits: Rare
Activation: Action
Effect: The user can Fully Fix or Repair any Mundane Item or Equipment they Touch with this Item.
Usage: 1 Charge Capacity, Recharges 1 Charge after 1 Hour.
Resizing
The item resizes when placed on a new user.
XP Cost: 1 Cost: 5,000 Silver Traits: Common
Usage: Once per 24 hour period.
Remote Animation
The item can, when Activated, be remotely controlled and/or Animated by the user.
XP Cost: 2 Cost: 10,000 Silver Traits: Rare
Activation: Motion Range: 10 Meters Weight Limit: 2 kg.(4.4 lbs.)
Effect: The user can cause the item to move or animate as they desire. Performing complex tasks requires an appropriate skill check from the item’s current user.
Usage: Limitless
Restoration
The item increases the benefit of Rest to the user.
XP Cost: 2 Cost: 10,000 Silver Traits: Rare
Effect: The user gains 1d4 additional HP per hour spent Resting and Recovers from Wounds after 4 Hours of Sleep rather than 8.
Usage: Limitless
Returning
The item returns to the user when separated.
XP Cost: 2 Cost: 10,000 Silver Traits: Uncommon
Activation: Motion
Effect: Returns to its user at a rate of 8 Meters of Flying Movement per Round when it gets more than 1 Meter away from them.
Requires a DC 16 or Higher Athletics Skill Check to Stop the Item from Returning.
Will Continue Returning once Free.
If it is a Weapon, Creatures who attempt to stop this item and Fail receive that Weapon's Damage with a +1 to Damage for every 2 Meters the Weapon has traveled that Round.
Usage: Limitless
Selective
The item will only grant its magic to creatures of a certain Type, Archetype, Species or Moral Compass.
If it is a weapon it will only allow itself to be wielded by creatures of a certain Type, Archetype, Species or Moral Compass, becoming immovable for all others.
XP Cost: 1 Cost: 5,000 Silver Traits: Uncommon
Usage: Limitless
Sentient
The item is Sentient and aware of its surroundings and most likely possesses a means of communication.
XP Cost: 2 Cost: 20,000 Silver Traits: Rare
Usage: Limitless
Shadow
The item causes the wearer/wielder to be shrouded in shadow.
XP Cost: 3 Cost: 80,000 Silver Traits: Rare
Effect: While wielded or equipped, the enchanted item causes the user to be in 1 light condition lower than the surrounding area. Bright, becomes Well Lit, Well Lit becomes Dim, Dim becomes Dark.
Usage: Limitless
Shadow II
The item causes the wearer/wielder to be shrouded in shadow.
XP Cost: 6 Cost: 250,000 Silver Traits: Rare
Effect: While wielded or equipped, the enchanted item causes the user to be in Dark lighting conditions, regardless of the surrounding light levels.
Usage: Limitless
Shrinking
The item can, when activated, Decrease the Size of Creatures or Objects Temporarily.
XP Cost: 3 Cost: 80,000 Silver Traits: Rare
Activation: Action Duration: 1 Minute(6 Rounds)
Effect: The user can cause an Item or Creature they can touch to Magically Shrink until they become Tiny Sized.
Usage: 1 Charge Capacity, Recharges 1 Charge after 1 Hour.
Slow Fall
The item grants the user the ability to fall more slowly.
XP Cost: 2 Cost: 10,000 Silver Traits: Rare
Effect: The Wearer Falls at a constant rate of 6 meters per round and takes no fall damage when landing.
Weight Limit: 400 kg.
Usage: Limitless
Speed
The item grants the user the ability to move incredibly quickly when Activated.
XP Cost: 2 Cost: 10,000 Silver Traits: Rare
Activation: Motion
Effect: +10 Meters Distance per Movement until the end of your Next Turn.
Weight Limit: 150 kg.(330lbs)
Usage: 1 Charge Capacity, Recharges 1 Charge after 3 Hours.
Spell Container I
The item grants the user the ability to cast a single Tier I Spell.
XP Cost: 2 Cost: 10,000 Silver Traits: Uncommon
Usage: 1 Charge Capacity, Recharges 1 Charge after 1 Hour.
Spell Container II
The item grants the user the ability to cast a single Tier II Spell.
XP Cost: 4 Cost: 50,000 Silver Traits: Rare
Usage: 1 Charge Capacity, Recharges 1 Charge after 1 Hour.
Spell Container III
The item grants the user the ability to cast a single Tier III Spell.
XP Cost: 6 Cost: 250,000 Silver Traits: Rare
Usage: 1 Charge Capacity, Recharges 1 Charge after 1 Hour.
Spirit Eye
The item grants the user the ability to Perceive the Spirit Realm.
XP Cost: 2 Cost: 10,000 Silver Traits: Rare
Activation: Motion Range: 20 Meters
Effect: The user can see all things related to the Spirit Realm, Including: Ghosts, Haunts, Spirits and Specters, even if they are Invisible or Phasing.
Usage: Limitless
Skill Destiny
The item grants the user a Destiny Die on Skill Rolls of one type.
XP Cost: 3 Cost: 50,000 Silver Traits: Rare
Usage: Limitless
Skill Buff
The item grants the user a +2 Bonus to 1 Skill.
XP Cost: 2 Cost: 10,000 Silver Traits: Uncommon, Un-combinable
Usage: Limitless
Skill Dominance
The item grants the user Advantage and a +2 Bonus on Skill Checks of one type.
XP Cost: 4 Cost: 50,000 Silver Traits: Rare, Un-combinable
Usage: Limitless
Storage I
The Item contains a small pocket dimension.
XP Cost: 1 Cost: 10,000 Silver Traits: Uncommon
Effect: Adds a .25 Sq. Meter/ 50 kg. magical storage compartment to the item.
The Opening cannot be larger than 30 cm. wide/tall.
Storage II
The Item contains a small pocket dimension.
XP Cost: 2 Cost: 20,000 Silver Traits: Uncommon
Effect: Adds a .5 Sq. Meter/ 100 kg. magical storage compartment to the item.
The Opening cannot be larger than 30 cm. wide/tall.
Storage III
The Item contains a small pocket dimension.
XP Cost: 3 Cost: 30,000 Silver Traits: Uncommon
Effect: Adds a 1 Sq. Meter/ 200 kg. magical storage compartment to the item.
The Opening cannot be larger than 30 cm. wide/tall.
Teleportation
The item grants the user the ability to Teleport.
XP Cost: 3 Cost: 80,000 Silver Traits: Rare
Effect: The Wearer can Teleport up to 8 Meters Away. They must have Line of sight to their Destination and there must be space to accommodate them.
Weight Limit: 200 kg.
Usage: 1 Charge, Recharges at the end of one the wearer’s turns on a d6 Die Roll of 5 or 6.
Translating Eye
The Item translates or interprets written languages for the wearer.
XP Cost: 1 Cost: 5,000 Silver Traits: Rare
Effect: The user can understand any Written Language they can See while wearing this item.
Usage: Limitless
Translating Ear
The Item translates or interprets spoken languages for the wearer.
XP Cost: 1 Cost: 5,000 Silver Traits: Rare
Effect: The user can understand any Spoken language they hear while wearing this item.
Usage: Limitless
Transformation
The item can, when activated, Transform Creatures or Objects Temporarily.
XP Cost: 4 Cost: 500,000 Silver Traits: Rare
Activation: Action Duration: Until End of User’s Next Turn
Effect: The user can Transform an Item or Creature they can touch with the Item. They may transform the Large or Smaller Creature or Object into a Large or smaller Creature or Object of their Choice. Reducing the Transformed creature or object to Zero HP Deals an amount of Damage equal to the Creature or Object’s Total HP to the Transformed Creature or Object. While Transformed, Objects and Creatures only have access to Traits and Abilities granted by their current form.
Usage: 1 Charge Capacity, Recharges 1 Charge after 1 Hour.
Viper Eye
Grants the user the ability to see in Infrared up to 10 Meters away when Activated.
XP Cost: 1 Cost: 5,000 Silver Traits: Rare
Activation: Motion
Effect: The user can see without penalty in Darkness, Fog or Smoke at up to a distance of 10 Meters.
Usage: Limitless
Washing
The Item Washes and Cleans the Wearer when Activated.
XP Cost: 1 Cost: 5,000 Silver Traits: Rare
Activation: Motion
Effect: All excess dirt, debris and oils on the wearer’s body is removed and falls away as if in a bath or shower.
Usage: 1 Charge Capacity, Recharges 1 Charge after 24 Hours.
Water Walking
The item grants the user the ability to Walk on Liquids.
XP Cost: 2 Cost: 10,000 Silver Traits: Rare
Speed: 6 Meters per Movement Weight Limit: 200 kg.
Usage: Limitless
Watching
The item constantly scans for danger.
XP Cost: 2 Cost: 10,000 Silver Traits: Rare
Range: 30 Meters
Effect: The enchantment Perceives and is capable of detecting creatures and movement within Range.
Passive Perception of 14. If it detects a danger it will Vibrate, Hum or Glow to warn its user.
Usage: Limitless