Masterwork
& Enchantments
On top the standard items available to characters in shops
and through venders in the advanced world of Ashen Grey they may also be able
to find Masterwork and even Minor Enchanted Items.
Masterwork: Any item can
be made as a masterwork version of itself. Doing so costs 100GP more than the
standard item of its type. In return if
the item is later used as an ingredient in making a magical item (such as a
Masterwork Armor looking to be made into Demon Armor) it counts as 10% of the
items necessary gold cost and reduced the time made to create such a magic item
by 10%.
Masterwork Weapons:
While any item can be made masterwork, Melee weapons gain an additional bonus
of dealing +1 damage while ranged weapons grant +1 to hit., if such an item is
later enchanted to grant a +1 or higher this bonus is lost and replaced with
the magical bonus. Because of the extra
detail and added “wear and tear” weapons require to maintain such a bonus these
items add 200GP to the cost of an item instead of the normal 100GP.
Enchantments: Most magic
items are still rare and expensive even in Ashen Grey, but some small magical
effects have been perfected. Adding any
of these effects to an item usually costs 100GP during the items creation in
addition the item needing to be of masterwork quality. Those with a “*” in the
name cost 200GP to enchant. Though these
techniques have been mastered the skills of the kingdom are still limited to
one such enchantment per item.
Beacon: The bearer can use a bonus action to cause the item
to shed bright light in a 10-foot
radius and dim light for an additional10 feet, or
to extinguish the light.
Compass: The wielder can use an action to learn
which way is north.
Delver: While underground , the
bearer of this item always knows the
item's depth below the surface and the
direction to the nearest staircase, ramp, or other
path leading upward.
Pilot: While airborne , the bearer
of this item always knows the item's altitude above the surface and
the direction to the nearest town ro
civilization.
Gleaming: This item never gets dirty.
*Guardian: The item whispers warnings to its bearer, granting
a +2 bonus to initiative (In SW your card drawn counts as being one value higher)if the bearer isn't incapacitated. (This bonus can only be gained from a
single item in the bearer’s possession.)
*Sentinel: Choose a kind of creature during the item’s creation. This
item glows faintly when such creatures are within 120 feet
of it.
Song Craft: Whenever this item is struck or is used
to strike a foe , its bearer hears a fragment of a song decided during
the creation of the item.
Temperate: The bearer suffers no harm in temperatures
as cold as -20 degrees Fahrenheit or as
warm as 120 degrees Fahrenheit.
Unbreakable: The item can't be broken except by special means decided
during its creation.
Leader: The bearer can use an action to cause his or
her voice to carry clearly for up to 300 feet until
the end of the bearer's next turn.
*Waterborne: This item floats on water and other liquids.
Its bearer has advantage on Strength (Athletics) checks
to swim.
Blissful: While in possession of the item, the
bearer feels fortunate and optimistic about what
the future holds. Butterflies and other harmless
creatures might frolic in the item 's presence.
Confident: The item helps its bearer feel self-assured.
Loud: The item makes a loud noise-such as a clang, a shout, or a resonating
gong-when used.
Ok, I saved this last
enchantment for last because it has a few special rules. One it is only usable
on weapons, armor or tools and two it has special prices. This basically covers you standard +1 items
and even makes then a fare bit cheaper. The
catch is this is as good as normal enchanting gets so even in the high magic of
Ashen Grey a +1 item that does ANYTHING else is special and +2 or +3 items are
incredibly valuable and rare.
Empowered: (Can only be used on Weapons, Armor, or Tools) This enchantment
aids its bearer in any task the item is designed for. For weapons this
translates to +1 to attack rolls and damage, for armor this becomes +1 AC and
with tools this is a +1 bonus to checks require those tools. These items do have a special price
associated with them as this is the pinnacle of modern enchantment methods.
Prices: Tools 300GP, Weapons 500GP. Armor 1,0000GP
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