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artefactorum [2025/06/02 00:07] nmorseartefactorum [2026/05/09 22:19] (current) – external edit 127.0.0.1
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   *Ars, the Witch's Spear: Va'retha's Elven hunting spear.  It is an excellent conduit for spiritual magics, reducing the energy required for such techniques, and bears two [[spirit house]]s.  Speaking the spear's name extends and contracts the handle from 18" to six feet.   *Ars, the Witch's Spear: Va'retha's Elven hunting spear.  It is an excellent conduit for spiritual magics, reducing the energy required for such techniques, and bears two [[spirit house]]s.  Speaking the spear's name extends and contracts the handle from 18" to six feet.
   *Baryon's Capture Rings: Chiyome's fighting rings.  Two Aerobee-like 8" rings of black metal, and a finger ring of the same material carved to resemble a chain.  Wearing the third, one can command the other two to expand to three feet across and use them as melee weapons or throw them.  Damage STR+2d6, +1 OCV HTH, +2 vs Range Mod Penalties.  If thrown over a target, they can constrict with the thrower's strength, otherwise they roll back to his or her feet.  Baryon was the slave who bore them to Fort Sinister.   *Baryon's Capture Rings: Chiyome's fighting rings.  Two Aerobee-like 8" rings of black metal, and a finger ring of the same material carved to resemble a chain.  Wearing the third, one can command the other two to expand to three feet across and use them as melee weapons or throw them.  Damage STR+2d6, +1 OCV HTH, +2 vs Range Mod Penalties.  If thrown over a target, they can constrict with the thrower's strength, otherwise they roll back to his or her feet.  Baryon was the slave who bore them to Fort Sinister.
 +  *Demeraed's Pruning Glove: Trixy's enchanted glove.  A left handed pruning glove that fits nicely over her actual armored glove (probably originally intended for a Faun or Pumakin).  Blessed by the prime servant of the god of Vines and Groves, for Trixy it apparently enhances the //scope//, not power, of her pretzel based abilities.
   *Doppel: Rasgrid's enchanted axe.  Durability-enhanced steel, which can create a phantasmal second axe floating in the vicinity of the first.  At the cost of one end per phase, either provides two-shot autofire, or one hex of reach, depending on grip position.   *Doppel: Rasgrid's enchanted axe.  Durability-enhanced steel, which can create a phantasmal second axe floating in the vicinity of the first.  At the cost of one end per phase, either provides two-shot autofire, or one hex of reach, depending on grip position.
   *Gullwing: Enchanted cutlass forged by the smiths of House Ukko (Sea Elves).  enhances durability for a dress-grade weapon, it grants the bearer Leaping and Gliding equal to their Running.   *Gullwing: Enchanted cutlass forged by the smiths of House Ukko (Sea Elves).  enhances durability for a dress-grade weapon, it grants the bearer Leaping and Gliding equal to their Running.
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 ==B== ==B==
   *Bracelet of Flotation: An extremely basic adaptation of the enchanter's arts to enhance a particular aspect of an item.  In this case, since wood floats, anyone wearing this bracelet will too.  Popular with Dwarves, heavy-armor users, and rich slobs with heavy coin purses.   *Bracelet of Flotation: An extremely basic adaptation of the enchanter's arts to enhance a particular aspect of an item.  In this case, since wood floats, anyone wearing this bracelet will too.  Popular with Dwarves, heavy-armor users, and rich slobs with heavy coin purses.
-  *Bracer of Protection: Unlike the AD&D counterpart, these are normally used singly, and do not generate additional bonuses if you wear two (or four, it you're an [[Ogrilion]]).  A metal arm guard with a modification of the "enhanced coverage" enchantment, allowing it to function as an equipped shield.  Effectiveness of course varies.+  *Bracer of Protection: Unlike the AD&D counterpart, these are normally used singly, and do not generate additional bonuses if you wear two (or four, it you're an [[Ogrilion]]).  A metal arm guard with a modification of the "enhanced coverage" enchantment, allowing it to function as an equipped shield.  While the bracer __can__ be enchanted to provide a higher DCV than the type of shield it is projecting, most other shield based enhancements aren't applicable.  This is because they largely depend on enhancing the fundamental characteristics of an actual //shield//.
  
 ==C== ==C==
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     *Flammable: Any mundane flammable liquid thick enough to coat a weapon.  Adding one to three dice of fire damage for a minute or two, the bonus is merely annoying to armored opponents.  The primary use is to set __other__ things on fire.     *Flammable: Any mundane flammable liquid thick enough to coat a weapon.  Adding one to three dice of fire damage for a minute or two, the bonus is merely annoying to armored opponents.  The primary use is to set __other__ things on fire.
     *Inertia: A strangely thick fluid that adds dice of damage to any melee weapon at the cost of increasing the strength minimum by two per die.  While cumulative, it takes a full turn to apply a single treatment, thus explaining the value of higher-grade oils.  Coating your boots generally negates most "foe falls" Change Environment effects.     *Inertia: A strangely thick fluid that adds dice of damage to any melee weapon at the cost of increasing the strength minimum by two per die.  While cumulative, it takes a full turn to apply a single treatment, thus explaining the value of higher-grade oils.  Coating your boots generally negates most "foe falls" Change Environment effects.
-    *Piercing: A substance that temporarily (minutes of duration) adds the Penetrating advantage to pointed tools.  Highly volatile, once you open the bottle, you better use all of it!+    *Piercing: A substance that temporarily (minutes of duration) adds the Armor Piercing advantage to pointed tools.  Highly volatile, once you open the bottle, you better use all of it!
     *Quickness: This fluid physically lightens your weapon, granting +1 to any combat maneuver you use with it, at the cost of one die of damage.  Very popular with Divine Champions, as their primary goal is to connect with their Jewel-Branded effect any way they can.     *Quickness: This fluid physically lightens your weapon, granting +1 to any combat maneuver you use with it, at the cost of one die of damage.  Very popular with Divine Champions, as their primary goal is to connect with their Jewel-Branded effect any way they can.
     *Refrigerant: Like flame, but cold.  Also excellent for coating the inside of your picnic basket, and any other use you might find for liquid nitrogen.     *Refrigerant: Like flame, but cold.  Also excellent for coating the inside of your picnic basket, and any other use you might find for liquid nitrogen.
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     * Heroism: Add 1 to OCV and DCV for one minute at the basic level.  Master alchemists usually focus on duration more than effect.     * Heroism: Add 1 to OCV and DCV for one minute at the basic level.  Master alchemists usually focus on duration more than effect.
     * Might: Basic draughts add 2d6 to Strength, and start fading after a minute.     * Might: Basic draughts add 2d6 to Strength, and start fading after a minute.
 +    * Particular Phylactery: An herbal remedy manufactured commercially by the priests of the Oh God.  The only publicly known ingredient is apricot/peach/plum/cherry pit charcoal.  They Phylactery, once consumed, will render the patient stone-cold sober, or reduce all hangover based penalties to the point they do not cause penalties.  (You still will feel pretty bad, however.)
     * Poisana: Universal antidote.  Generally, one vial such as Zelda offers (4d6 Dispel, Cumulative) will not cure you of a normal poison, but a few doses will: hope you survive that long!  More potent toxins of course require stronger potions.     * Poisana: Universal antidote.  Generally, one vial such as Zelda offers (4d6 Dispel, Cumulative) will not cure you of a normal poison, but a few doses will: hope you survive that long!  More potent toxins of course require stronger potions.
     * Viruna: Universal antibiotic/antiviral.  Functions much the same way as Poisana.      * Viruna: Universal antibiotic/antiviral.  Functions much the same way as Poisana. 
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     *Tortoise: +1 DCV, +2 DEF, +4 Environmental Movement (Knockdown Environments)     *Tortoise: +1 DCV, +2 DEF, +4 Environmental Movement (Knockdown Environments)
     *Wolf: Enhanced smell, increased running and endurance.  Howling at the moons optional.     *Wolf: Enhanced smell, increased running and endurance.  Howling at the moons optional.
-  *Rod: A sturdy length of wood roughly scaled as a short walking stick (4for a human, for instance).  Rods are capable of bearing greater enchantments than wands, and are more maneuverable than staves.+  *Rod: A sturdy length of wood roughly scaled from 1/3 to 2/3 the user's height.  Rods are capable of bearing greater enchantments than wands, and are more maneuverable than staves
 +    *Regal: Most nobles from the rank of Duke on up have one of these scepters, enchanted with Projection, increased presence, and either bonus DCV or on-demand defensive warding.  Between the fickleness of fashion and the routine fall of nations, there are quite a few of these on the open market.
     *Imperial Magus: The I.M. style is enchanted with varying levels of accuracy, improved range mods, and incremental end cost reduction, depending on which branch of the service and rank they were intended for.  Cavalry Rods also add +2 vs. combat-while-riding penalty levels.     *Imperial Magus: The I.M. style is enchanted with varying levels of accuracy, improved range mods, and incremental end cost reduction, depending on which branch of the service and rank they were intended for.  Cavalry Rods also add +2 vs. combat-while-riding penalty levels.
  
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 ==W== ==W==
-  *Wands: Short rods (8-18 inches) of some rigid material generally enchanted for one specific task.  Unlike their AD&D counterparts, they rarely have limited charges.+  *Wands: Short rods (about the length of one's forearm) of some rigid material generally enchanted for one specific task.  Unlike their AD&D counterparts, they rarely have limited charges.
     *Dueling: Popular with Elven nobility of all levels, and frequently found in any other culture where formal dueling is a form of recreation (except Yamato).  A roughly 15" blunt rod with a grip and bell guard at one end.  Anyone with the least amount of talent can use one to produce a single bolt of a specific type of magical energy at the expense of their own personal endurance, equivalent to the power of a medium bow (4d6).  Someone versed in a school of magic that uses that same element can use the wand to amplify the power of their basic attack spell by two dice.  As a rule, most Light wands only cause blinding damage, though rare **Jewel Light** wands cause Holy damage (and are worth their weight in mithril!)  Dueling wands also provide the normal defensive benefits of a Main-Gauche.     *Dueling: Popular with Elven nobility of all levels, and frequently found in any other culture where formal dueling is a form of recreation (except Yamato).  A roughly 15" blunt rod with a grip and bell guard at one end.  Anyone with the least amount of talent can use one to produce a single bolt of a specific type of magical energy at the expense of their own personal endurance, equivalent to the power of a medium bow (4d6).  Someone versed in a school of magic that uses that same element can use the wand to amplify the power of their basic attack spell by two dice.  As a rule, most Light wands only cause blinding damage, though rare **Jewel Light** wands cause Holy damage (and are worth their weight in mithril!)  Dueling wands also provide the normal defensive benefits of a Main-Gauche.
     *Levitation: Fundamentally a Dueling Wand of Telekinesis (10 STR).  Lacks the bell guard, does not inflict direct damage, but does add directly to the wielder's own telekinetic strength, if applicable.     *Levitation: Fundamentally a Dueling Wand of Telekinesis (10 STR).  Lacks the bell guard, does not inflict direct damage, but does add directly to the wielder's own telekinetic strength, if applicable.
     *Prestidigitation: Creates a Change Environment centered on the caster with marginal Telekinesis, a pip of damage(flame), and penalties to Deduction and Perception.     *Prestidigitation: Creates a Change Environment centered on the caster with marginal Telekinesis, a pip of damage(flame), and penalties to Deduction and Perception.
 +    *Projection: Fundamentally an Amulet of Performance in wand form, operated as a microphone.  Popular in venues where the center of attention changes from one individual to another over the course of an event.
     *Shrieksport Regatta: The nobles of the coastal city of [[Shrieksport]] take their yacht races seriously.  To make sure it is a contest of skill and ships-craft, each crew is issued an identical wand that produces a fixed amount of wind for the sails.  While too weak for serious ocean-going vessels, they are popular with the smaller river traders of the Empire.     *Shrieksport Regatta: The nobles of the coastal city of [[Shrieksport]] take their yacht races seriously.  To make sure it is a contest of skill and ships-craft, each crew is issued an identical wand that produces a fixed amount of wind for the sails.  While too weak for serious ocean-going vessels, they are popular with the smaller river traders of the Empire.
     *Spellslinger: Popular in the larger coastal cities of the Asterian Empire.  Provides bonuses to Fast Draw and Initiative.     *Spellslinger: Popular in the larger coastal cities of the Asterian Empire.  Provides bonuses to Fast Draw and Initiative.
  
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