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artefactorum [2025/12/17 19:36] 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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     *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.
  
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