enchanted_jewelry
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enchanted_jewelry [2020/01/13 20:21] – dave | enchanted_jewelry [2020/01/17 13:10] (current) – dave | ||
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=====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| | ||
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|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|10, | + | |Medallion of Silent Speech, Greater|10, |
|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|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| | |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.1578946866.txt.gz · Last modified: 2020/01/13 20:21 by dave