Treasures of Eden

(This material will be posted in the Player’s Guide shortly.)

In Adel magic can be felt in the very atmosphere and the air the people breathe. The spiritual power that makes a person whole is completely magic, regardless of the way one chooses to tap it. Magic is everywhere one chooses to see it or apply it. As such, it is not surprising that Adel has many “common” magical trinkets which can be purchased in cities or larger towns, or created by competent casters. Many of these items are of common use in Adel for those who can afford them.

Special Rules:

Infused Items: An infused item is a wondrous item that can, once per day, cast a certain ritual. These items cost lower than wondrous magic items normally do. Anyone can use an infused item even if they do not know how to use rituals, but must have the appropriate skill trained to cast the ritual – OR the person can make a Bluff Check with a DC equal to 15 + the item’s level, and if successful, he or she can use the Bluff Result -5 as the appropriate skill check result.

You need not supply components for the ritual inside an Infused Item when you use it, but you must spend the full casting time (unless otherwise noted) and you must bring any focuses or pay any additional costs such as healing surges. Otherwise the ritual in the item is cast normally (unless otherwise noted) as though you were casting it, except that you cannot be Aided by another for bonuses to the ritual skill checks. You can’t learn rituals from these items.

To create an infused item, you must be able to use the ritual that will be infused in the item, and you pay half its market price, plus its focus costs and other costs except component costs. You then spend three times as much time as it takes to cast the ritual, and you can only infuse one item each day (2 items if you are 11th or higher level). At the end of this time, instead of casting the ritual, you cast the Enchant Magic Item Ritual (including its duration but not its costs) to create the infused item.

You can create only the Infused Items listed – not every ritual is capable of being infused.

Concoctions: Strange salves and potions with powerful magic inside them, Concoctions are created with the Brew Potion ritual. Their cost to create is equal to half the market price of the Concoction. Concoctions use class powers, so you must have the appropriate Power to be able to brew the Concoction you want to.

Concoctions can be used on their own, or as ammunition with a crossbow or hand crossbow. If used as ammunition, you use the range of the crossbow and the attack bonus for your ranged basic attack with the crossbow or bow, instead of the attack bonus listed on the Concoction. If the Concoction is beneficial, you cannot use it as ammunition and must apply it by hand.

Applying or using a Concoction is usually the action of the power it mimics. A concoction functions as the power does in all other respects. You can use concoctions on yourself, or if the concoction is beneficial, you can apply it to another creature if that creature is adjacent to you and willing (or helpless). If you apply the concoction to an adjacent creature, he or she is treated as having been the one to consume it. Concoctions are consumable items, and so can only be used once. You can create only the concoctions listed – not every power is capable of being brewed into a potion.

Mementos: Items carefully crafted by masters of certain skills, and infused with some of their memory and knowledge, a Memento is a wondrous item containing one power infused into it at its creation, which can be a power from any class but cannot be Racial Powers, Class Feature Powers, Feat Powers, nor powers from Paragon Paths or Epic Destinies. They are created with the Enchant Magic Item ritual as normal and use the normal prices for magic items.

During a short rest, you can exchange one power you know with an appropriate power from inside a memento. You can own hold on to only three mementos at a time, as their inert personalities begin to clash if they feel devalued (that is to say, if you own too many of them). Mementos do not allow you to regain spent daily powers. You can use powers drawn from mementos like any other power you know, and the power you exchange for it becomes stored inside the Memento. Memento powers reset (they return to the Memento and you regain your normal powers) after an Extended Rest, so the user must keep track of which power is a Memento power and which isn’t.

An appropriate power for exchanging with a memento is one that you would have access to normally (of the correct level and class) and is exchanged with another appropriate power (of the same level and class as the one stored in the memento). An exception to this are paragon and epic tier powers. You can exchange any Paragon or Epic tier power with a power of a lower level stored in a Memento and vice-versa as long as it is the correct type of power (Encounters with Encounters, Dailies With Dailies, etc). The memento’s cost and item level do not rise or fall because of the power inside it, but potential buyers can tell what power is inside a memento, and will only buy it at an appropriate price to the level of power currently stored inside of it, even if the normal power would return after an extended rest and raise the price in the future.

If a Memento is a weapon or implement, it is treated as a magic weapon or implement with an enhancement bonus proper to its level, and can be enchanted and disenchanted as any normal weapon can be. So you can enchant a Memento Longsword and Disenchant it as though it were a regular weapon. When you disenchant it, you can choose whether to disenchant the Memento magic, or to disenchant any other weapon or implement Enchantments you added on to it.

When you create a memento, you can enchant it with any power appropriate to its item level that you know. The items listed here are only examples. You can enchant  a Memento Power unto items of any slot on your body (such as gauntlets or boots) as well as weapons. The item can be enchanted as normal with non-Memento Magic (such as turning Memento Gauntlets into Gauntlets of Ogre Power), even if it already contains Memento Magic, and Disenchanted as Memento Weapons are (above).

At 11th level and higher, you can enchant 2 different powers into a Memento – one of its level, and one of its level -10 or less. At 21st level or higher, you can enchant 3 different powers on a Memento – one of its level, one of its level -10 or less and one of its level -20 or less.

INFUSED ITEMS

Enchanted Disk Level 1
A steel disc with a number of bells and tassels hanging from it serves to carry your equipment.
Infused Item 72 GP
Power (Daily): Ritual Action. You cast the “Tenser’s Floating Disk” (PHB) ritual with a -2 penalty to your Arcana check. Its casting time becomes 1 minute when cast from this item, and its duration and carrying capacities are halved.

Bauble of Silence
Level 2
A small trinket attaches itself to the ground and creates a zone that stills all sound.
Infused Item 104 gp
Power (Daily): Ritual Action. You cast the “Silence” (PHB) ritual. The duration is halved and maximum area is Burst 3.

Carrier Pigeon Level 3
A strange origami bird that can come and go in an instant delivers your message.
Infused Item 136 gp
Power (Daily): Ritual Action. You cast the “Sending” (PHB) ritual. You have a -5 penalty to your Arcana check with it when cast from this item.

Knock Chime Level 4
The steel tubes suspended from this chime release subtle flows that send the surroundings aquiver.
Infused Item 168 GP
Power (Daily): Ritual Action. You cast the “Knock” (PHB) ritual with a -2 penalty to your Arcana check. You do not need to spend a healing surge to cast the ritual from this item; but if you do spend one, the casting time for the Ritual is halved.

Esoteric Lock Level 5
A round trinket with a collection of intricate rings hovering around it, that indefatigably guards what it is asked to.
Infused Item 200 GP
Power (Daily): Ritual Action. You cast the “Arcane Lock” (PHB) ritual. The ritual’s duration when cast from this item is 24 hours instead.

Insightful Lens Level 6
A clear glass lens set upon a tabletop reveals the true face of all who speak near it.
Infused Item 360 GP
Power (Daily): Ritual Action. You cast the “Discern Lies” (PHB) ritual. You have a -2 penalty to your Religion check made when using the ritual from this item.

Pellet of Breath Level 7
Swallowing this stone gives you the gift of the seas, until you vomit it back up.
Infused Item 520 GP
Power (Daily, Healing Surge): Ritual Action. You cast the “Water Breathing” (PHB) ritual. You can spend any number of healing surges when using this item, and you affect 4 creatures (including yourself) per healing surge you spend on it, instead of the normal number of creatures that you can affect with the ritual.

Hand Of Glory Level 8
A dried hand said to have come from a mad oracle guides your way.
Infused Item 680 gp
Power (Encounter): Standard Action. You can use the “Holy Lantern” Cleric utility power (PHB), but it only lasts 1 hour. This can only be done once per day, but it is not treated as a use of a Daily Magic Item power.
Power (Daily): Ritual Action. You cast the “Hand of Fate” (PHB) ritual. Its duration is halved when cast from this item.

Hunter Figurine
Level 9
A small statuette of a hunter with a blade finds your quarry for you.
Infused Item 840 gp
Power (Daily): Ritual Action. You cast the “Spirit Hunter” (Spirits of Eden) ritual.

Instant Circle Level 12
A dreamcatcher with deftly hand-crafted runes across its ropes seals an area off.
Infused Item 2600 gp
Power (Daily): Ritual Action. You cast the “Magic Circle” (PHB) ritual. It affects a circle area with 6 squares of space inside and takes only 5 minutes to cast from this item.

Breaching Chalk Level 13
A stick of never-ending chalk lets you draw passages into the walls.
Infused Item 3400 gp
Power (Daily): Ritual Action. You cast the “Passwall” (PHB) ritual.

Eyes of Command Level 14
A lens that slips over your eye allows you to take over a mind.
Infused Item 4200 gp
Power (Daily, Healing Surge): Ritual Action. You cast the “One Order” (Spirits of Eden) ritual. You can cast it in one minute and on a target that is not helpless, but the target must be present and paying attention to you for the duration of the casting (you show no sign of casting and the target is not aware of your use or possession of the item while casting).
Special: This item is a black market item forbidden to purchase, utilize or create by law. You must be of Aberrant Origin to craft this item.

Obsidian Steed Level 15
A small figurine of a nightmarish horse becomes a mighty steed.
Infused Item 5000 gp
Power (Daily, Healing Surge): Ritual Action. You cast the “Phantom Steed” (PHB) ritual. Its duration is only 2 hours, but you are treated as having rolled 40 on your check, except that your Mount’s speed becomes 7, when cast from this item.

Miraculous Ephemera Level 21
Crafted from the bark of a spirit tree, this strange figure radiates essence.
Infused Item 45,000 gp
Power (Daily): Ritual Action. You cast one of the following rituals: “Miracle of Fire,” Miracle of Water,” “Miracle of Earth,” or “Miracle of Wind.” (Spirits of Eden) You cast “Miracle of Water” and “Miracle of Earth” as though you had spent any amount of components necessary to get the result desired.

Eyes of Enslaving Level 25
A pair of lenses cover your eyes and bring your enemies to heel.
Infused Item 125,000 gp
Power (Daily, Healing Surge): Ritual Action. You cast the “Enslave” (Spirits of Eden) ritual. You can cast it in one minute and on a target that is not helpless, but the target must be present and paying attention to you for the duration of the casting (you show no sign of casting and the target is not aware of your use or possession of the item while casting).
Special: This item is a black market item forbidden to purchase, utilize or create by law. You must be of Aberrant Origin to craft this item.

CONCOCTIONS

Exploding Potion Level 1+
A volatile red and orange potion holds wizardly fire magic that explodes in a brilliant burst of flames.
Concoction
Level   1: 50 gp
Level 11: 400 gp
Level 21: 5000 gp
Power (Consumable@Fire): Standard action. You make an attack as though casting the Wizard power Scorching Burst (PHB), but use the following modifiers and deal the following damage.
Level   1: +5 vs Reflex; 1d6+3 damage
Level 11: +15 vs Reflex; 1d6+6 damage
Level 21: +25 vs Reflex; 2d6+10 damage

Jumping Potion Level 2
A vibrating pink potion that makes you feel light.
Concoction
Level 2: 100 gp
Power (Consumable): Standard action. You create an effect as though you had cast the Wizard spell “Jump” (PHB) on yourself.

Frostfield Potion Level 3+
A cold blue potion leaves the ground it is cast upon quite slick.
Concoction
Level   3: 125 gp
Level 13: 900 gp
Level 23: 6000 gp
Power (Consumable@Cold): Standard Action. You make an attack as though casting the Wizard power Icy Terrain (PHB), but use the following modifiers and deal the following damage.
Level   3: +6 vs Reflex; 1d6+2 damage
Level 13: +16 vs Reflex; 1d6+4 damage
Level 23: +26 vs Reflex; 1d6+8 damage

Curing Potion Level 4+
A warm pink and red potion that restores your wounds.
Concoction
Level   4: 150 gp
Level 14: 500 gp
Level 24: 800 gp
Power (Consumable@Healing): Consume the potion as a standard action. You heal as though the Cleric prayer “Bastion of Health” (PHB) was used on you (the target must spend the healing surge for it as normal). Depending on the potion’s level, you recover the following extra hit points:
Level   4: +3
Level 14: +5
Level 24: +8

Levitation Potion Level 5
A blue and white potion levitates you off the ground.
Concoction
Level 5: 225 gp
Power (Consumable): Consume the potion as a standard action. You create an effect as though you had cast the Wizard power “Levitation” (PHB) on yourself.

Disguise Potion Level 6
The potion in this vial changes colors constantly.
Concoction
Level 6: 250 gp
Power (Consumable@Illusion): Consume the potion as a standard action. You create an effect as though you had cast the Wizard spell “Disguise Self” on yourself.

Ramming Potion Level 7+
The black and red potion in this vial thumps and shudders uncontrollably.
Concoction
Level   7: 300 gp
Level 17: 900 gp
Level 27: 3000 gp
Power (Consumable@Force): Standard Action. You make an attack as though casting the Wizard power “Spectral Ram” (PHB) but use the following modifiers and deal the following damage.
Level   7: +9 vs Fortitude; 2d10 damage
Level 17: +19 vs Fortitude; 2d10+2 damage
Level 27: +29 vs Fortitude; 2d10+4 damage

Fog Potion Level 8
A clear white, smoky potion creates a thick fog cloud.
Concoction
Level 8: 350 gp
Power (Consumable@Conjuration) Standard Action. Spend a healing surge without regaining any hit points. You create an effect as though you had cast the Wizard spell “Fog Cloud” (PHB).

Invisibility Potion Level 9
A seemingly empty vial contains a powerful mixture that renders you invisible.
Concoction
Level 9: 1000 gp
Power (Consumable@Illusion): Consume the potion as a standard action. Spend a healing surge without regaining any hit points. You create an effect as though you had cast the Wizard spell “Invisibility” (PHB) on yourself.

Aid Potion Level 10
A vial with a warm liquid fills you with the feeling of a loving embrace.
Concoction
Level 10: 2200 gp
Power (Consumable): Consume the potion as a standard action. You create an effect as though you had cast the Cleric prayer “Divine Aid” (PHB). You use your own charisma modifier to determine the effect.

Flying Potion Level 14
A vial with a clear blue and white liquid as though reflecting a sunny sky hovers over your palm.
Concoction
Level 14: 3000 gp
Power (Consumable): Consume the potion as a standard action. Spend a healing surge without regaining any hit points. You create an effect as though you had cast the Wizard spell “Fly” on yourself.

Sleep Potion Level 15+
A vial filled with a liquid that feels as though it were wool slows your enemy.
Concoction
Level 15: 6000 gp
Power (Consumable@Sleep): Standard action. Spend a healing surge without regaining any hit points. You make an attack as though casting the Wizard spell “Sleep” (PHB) but use the following modifiers for the attack.
Level 15: +15 vs Will
Level 25: +25 vs Will

MEMENTOS

Wand of the Blizzard Spirit Level 1
A lovingly carved wand with icy flourishes of sapphire over the wood.
Memento Wondrous Item 360 GP
Property: This Wand is treated as a +1 Magic Wand.
Memento Magic: Contains the Wizard spell “Ray of Frost” (PHB).

Mace of the Ainyu Level 2
This Mace contains runic verses of a spirit poem about a kindly healer who protected a village.
Memento Wondrous Item 520 gp
Property: This Mace is treated as a +1 Magic Mace.
Memento Magic: Contains the Cleric prayer “Cure Light Wounds” (PHB).

Blade of Sweeping Level 3
This longsword has thunderbolts and windstorms depicted on its blade.
Memento Wondrous Item 680 GP
Property: This Longsword is treated as a +1 Magic Longsword.
Memento Magic: Contains the Fighter exploit “Sweeping Blow” (PHB).

Rod of Erupting Level 5
This rod has tongues of flame carved upon it.
Memento Wondrous Item 1000 GP
Property: This Rod is treated as a +1 Magic Rod.
Memento Magic: Contains the Warlock spell “Avernian Eruption” (PHB).

Rapier Of Mental Fortitude Level 6
This Rapier’s sleek shape feels almost slippery in your hands, except when in battle.
Memento Wondrous item 1800 GP
Property: This Rapier is treated as a +2 Magic Rapier.
Memento Magic: Contains the Rogue exploit “Slippery Mind” (PHB).

Glaive of Surrounding Level 7
This polearm’s blade end seems to face the enemy wherever it goes.
Memento Wondrous Item 2600 GP
Property: This Glaive is treated as a +2 Magic Glaive.
Memento Magic: Contains the Warlord exploit “Surround Foe” (PHB).

Blade Of The Swirling Leaves Level 9
This decorated sword has a green blade with steel leaves on the cross-guard and floral engravings.
Memento Wondrous Item 4200 GP
Property: This Scimitar is treated as a +2 Magic Scimitar.
Memento Magic: Contains the Ranger exploit “Swirling Leaves of Steel” (PHB).

The Divine Protector Level 13
This large sword has a gold and silver blade and a cross-guard the shape of a manji cross symbol.
Memento Wondrous Item 17,000 GP
Property: This Bastard Sword is treated as a +3 Magic Bastard Sword.
Memento Magic: Contains the Paladin exploits “Renewing Smite” (PHB) and “Invigorating Smite” (PHB).

The Arch-Wizard Level 27
This Orb contains the knowledge of an incredible wizard, and small visions of that Wizard’s past can be vaguely spotted beneath its surface.
Memento Wondrous Item 1,625,000 GP
Property: This Orb is treated as a +6 Magic Orb.
Memento Magic: Contains the Wizard spells “Forcecage” (PHB), “Force Volley” (PHB) and “Magic Missile” (PHB).

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