User Tools

Site Tools


artefactorum

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
artefactorum [2025/12/16 01:57] – nmorseartefactorum [2026/10/10 23:55] (current) – Uhrzkeiss admin
Line 45: Line 45:
 ==G== ==G==
   *Glimmerlamp: At some point in the last generation, some enterprising enchanter came up with a modification on the standard hexlight: a lamp that burned at a fraction the brightness of the standard spell, for many times the duration.  Evidently it was an easy enchantment, and he flooded the market, went bankrupt, and faded into obscurity.  A Glimmerlamp is a lantern the size of an apple, that shines with the strength of a standby LED on your average piece of modern electronics, apparently for the next century or so.  Strong enough that people with Nightvision or Duskvision don't walk into furniture at night.   *Glimmerlamp: At some point in the last generation, some enterprising enchanter came up with a modification on the standard hexlight: a lamp that burned at a fraction the brightness of the standard spell, for many times the duration.  Evidently it was an easy enchantment, and he flooded the market, went bankrupt, and faded into obscurity.  A Glimmerlamp is a lantern the size of an apple, that shines with the strength of a standby LED on your average piece of modern electronics, apparently for the next century or so.  Strong enough that people with Nightvision or Duskvision don't walk into furniture at night.
 +  *Greenhilt's Bag Of Wonders: A series of enchanted bags that, when opened, generates an arbitrary number of small nuisance animals, usually rats.  Stoats, marmots, lemmings, and weasels are common, though there appear to have been throughout history only 49 that generated cats.  If you are careful, you can withdraw the creatures one at a time, and have them be friendly.
  
 ==H== ==H==
Line 62: Line 63:
     *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.
Line 97: Line 98:
     *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 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.   *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.
  
Line 110: Line 112:
   *Tidal Statue: A popular item for mariners, Lake Men, and canal operators.  Generally a goblin to Human sized statue that can generate the effect of the //Raise Tide// and //Lower Tide// spells, centered on the hex in front of it.  The idea is that you mount the statue in the stern of your craft, and it will either slide down the 3' high, 5 hex across swell, or back into the 3' deep depression, continuously.  Most require mage talent to operate, and some lack the //Lower Tide// function.   *Tidal Statue: A popular item for mariners, Lake Men, and canal operators.  Generally a goblin to Human sized statue that can generate the effect of the //Raise Tide// and //Lower Tide// spells, centered on the hex in front of it.  The idea is that you mount the statue in the stern of your craft, and it will either slide down the 3' high, 5 hex across swell, or back into the 3' deep depression, continuously.  Most require mage talent to operate, and some lack the //Lower Tide// function.
  
 +==U==
 +  *Uhrzkeiss: A liquor distilled by some of the deep, deep, DEEP underdark tribes, from the excretions of some semi-sessile fungus monster that only thrives in the light of active lava flows. The stuff is probably 170 proof, but it's the other part that gets you. Tastes like a vaguely citrus palate cleanser, hits you about three times as fast as it has any right to. Drink from those tiny Yamato sake saucers.  Uhrzkeiss burns a comforting yellow flame, but don't be fooled: you CAN weld medium steel with it if you're really desperate.
  
 ==W== ==W==
Line 116: Line 120:
     *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 form one individual to another over the course of an event.+    *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.
  
artefactorum.1765850247.txt.gz · Last modified: (external edit)

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki