enchanted_jewelry
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
enchanted_jewelry [2020/01/13 13:46] – andrew | enchanted_jewelry [2020/01/17 13:10] (current) – dave | ||
---|---|---|---|
Line 1: | Line 1: | ||
=====Enchanted Jewelry (except rings)===== | =====Enchanted Jewelry (except rings)===== | ||
Any character can only use 1 jewelry item at a time\\ | Any character can only use 1 jewelry item at a time\\ | ||
+ | Items labelled " | ||
^Name^Cost^[[Load]]^[[Durability]]^Effect^Special Ingredient^ | ^Name^Cost^[[Load]]^[[Durability]]^Effect^Special Ingredient^ | ||
|Amulet of Earth|1500gp|0|3|The bearer becomes resistant to acid damage, gains +5 to Perception checks involving listening, and can make any weapon attack become acid-type, with a +1 to damage rolls. However, anyone carrying this amulet moves 10' slower.|Eye of a greater land wight| | |Amulet of Earth|1500gp|0|3|The bearer becomes resistant to acid damage, gains +5 to Perception checks involving listening, and can make any weapon attack become acid-type, with a +1 to damage rolls. However, anyone carrying this amulet moves 10' slower.|Eye of a greater land wight| | ||
- | |Amulet of Oblivion|xxxgp|0|3|Makes the wearer undetectable by any magical long-distance means|-| | + | |Amulet of Oblivion|15,000gp|0|3|Makes the wearer undetectable by any magical long-distance means|liver of a Devilkin Enchanter| |
|Amulet of Protection|ARTIFACT|0|3|wearer is resistant to all damage caused by magic spells or items.|--| | |Amulet of Protection|ARTIFACT|0|3|wearer is resistant to all damage caused by magic spells or items.|--| | ||
|Circlet of Fire|1500gp|0|3|The wearer becomes resistant to fire damage, gives off fiery light like a torch, and can make his weapons do fire-type damage, with a +1 to damage rolls. However, over time the wearer finds that over time they and their companions can no longer light normal fires in the wearer' | |Circlet of Fire|1500gp|0|3|The wearer becomes resistant to fire damage, gives off fiery light like a torch, and can make his weapons do fire-type damage, with a +1 to damage rolls. However, over time the wearer finds that over time they and their companions can no longer light normal fires in the wearer' | ||
- | |Circlet of Terror|xxxgp|0|3|when wearer brings a target to 0 hp by a melee attack, all allies of that target must make a morale check or flee.|--| | + | |Circlet of Terror|7500gp|0|3|when wearer brings a target to 0 hp by a melee attack, all allies of that target must make a morale check or flee.|The skull of a Devilkin Fiend| |
|Circlet of Transfer|ARTIFACT| 0|3| the wearer can pick one target within 100' and on a successful INT check, instantly exchange places with it. On a failed check, the circlet stops working for 1d6 days.|--| | |Circlet of Transfer|ARTIFACT| 0|3| the wearer can pick one target within 100' and on a successful INT check, instantly exchange places with it. On a failed check, the circlet stops working for 1d6 days.|--| | ||
|Crown of Frost|1500gp|0|3|The wearer becomes resistant to cold damage, reflects all light sources to twice their normal radius, and can make all weapon attacks do cold damage with +1 to damage rolls. However, the wearer finds that the continuous cold makes their weapons brittle, raising the [[durability|critical failure]] span to damage equipment to a roll of 1-2.|Teeth of a greater water spirit| | |Crown of Frost|1500gp|0|3|The wearer becomes resistant to cold damage, reflects all light sources to twice their normal radius, and can make all weapon attacks do cold damage with +1 to damage rolls. However, the wearer finds that the continuous cold makes their weapons brittle, raising the [[durability|critical failure]] span to damage equipment to a roll of 1-2.|Teeth of a greater water spirit| | ||
Line 13: | Line 14: | ||
|Crown of Magic|ARTIFACT|0|3|scholar wearing this crown can cast any arcane spell of a level he is able to cast, regardless of whether he knows it or not.|--| | |Crown of Magic|ARTIFACT|0|3|scholar wearing this crown can cast any arcane spell of a level he is able to cast, regardless of whether he knows it or not.|--| | ||
|Medallion of Air|1500gp|0|3| The wearer becomes resistant to lightning damage, gives off sparking light in the same radius of a lantern, and can make any weapon attack become lighting type, with +1 on damage rolls. Unfortunately, | |Medallion of Air|1500gp|0|3| The wearer becomes resistant to lightning damage, gives off sparking light in the same radius of a lantern, and can make any weapon attack become lighting type, with +1 on damage rolls. Unfortunately, | ||
- | |Medallion of Silent Speech, Lesser|xxxgp|0|3| wearer can hold mental conversation, | + | |Medallion of Silent Speech, Lesser|1500gp|0|3| wearer can hold mental conversation, |
- | |Medallion of Silent Speech, Greater|xxxgp|0|3| wearer can keep in mental communication with one person he chooses, he must begin within 60', but communication can continue regardless of time or distance until the wearer voluntarily breaks it, or chooses another communicant.|--| | + | |Medallion of Silent Speech, Greater|10,000gp|0|3| wearer can keep in mental communication with one person he chooses, he must begin within 60', but communication can continue regardless of time or distance until the wearer voluntarily breaks it, or chooses another communicant.|The ears of a Frost Jotun Wizard| |
|Necklace of Grace|500gp|0|3|The wearer has advantage to all Charisma Checks, attempts to Persuade, Charm or Hypnotize, and attempts to rally underlings. Unfortunately, | |Necklace of Grace|500gp|0|3|The wearer has advantage to all Charisma Checks, attempts to Persuade, Charm or Hypnotize, and attempts to rally underlings. Unfortunately, | ||
- | |Necklace of Thought Probe|2000gp|0|3|The wearer can read the thoughts of any target he can see, but the cacophony of having another sentience in their brain causes them to be [[conditions# | + | |Necklace of Thought Probe|2000gp|0|3|The wearer can read the thoughts of any target he can see, but the cacophony of having another sentience in their brain causes them to be [[conditions# |
- | |Necklace of Truth|xxxgp|0|3|wearer cannot tell a lie and can detect any lie told in his presence.|--| | + | |Necklace of Truth|4000gp|0|3|wearer cannot tell a lie and can detect any lie told in his presence.|The ashes of a burnt copy of all 4 gospels| |
- | |Scarab of Defense|ARTIFACT | + | |Scarab of Defense|ARTIFACT|0|3|user gains advantage to any ability check that is being used to defend against any sort of attack (poison save, dodge, etc)|--| |
- | |Scarab of Desolation|xxxgp|0|3|holding the scarab aloft causes all within 60' to go mad and attack nearest targets and keep fighting until all within sight are dead. Characters/ | + | |Scarab of Desolation|25,000gp|0|3|holding the scarab aloft causes all within 60' to go mad and attack nearest targets and keep fighting until all within sight are dead. Characters/ |
- | |Scarab of Murder|xxxgp|0|3|the holder points out a target, and the scarab moves along the ground at 15' per round toward the target until it reaches it and burrows into its flesh, killing it. The scarab is indestructible, | + | |Scarab of Murder|15,000gp|0|3|the holder points out a target, and the scarab moves along the ground at 15' per round toward the target until it reaches it and burrows into its flesh, killing it. The scarab is indestructible, |
enchanted_jewelry.1578923184.txt.gz · Last modified: 2020/01/13 13:46 by andrew