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artefactorum [2025/06/02 21:16] – Demeraed's Pruning Glove nmorseartefactorum [2026/05/09 22:19] (current) – external edit 127.0.0.1
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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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