Habololy Main
Magic
Magic Items
Azucal: Not a magical item, Azucal is a highly precious
metal that has inherent magical qualities. These qualities make it much
easier to enchant than most metals. Any item made from Azucal reduces the
cost in experience its creator must pay by 20%.
The metal is most often mined in the hills in the Grean
Republic. It was once found deep in the Great Plateau, but it has been two
centuries since any was mined there. Eager miners flock to places where
even a small amount of Azucal is reported, hoping to strike it rich.
Spellcasters of all types will travel hundreds of miles for the metal.
Azucal is sometimes called “Blue Metal” because of its color,
light blue.
Market Price: 2000 gc per pound.
Drunnbaric Hammer: Not a magic item, but rather an
anti-magic item, the Drunnbaric Hammer is blessed by Drunnbar and his
clerics to neutralize magical items and enchanted creatures. The hammers
come in all shapes and sizes, but are all made from a mixture of lead and
admantium.
When the hammer strikes a magic item, an enchanted item, or an
enchanted creature, it has the ability to disrupt or destroy magic. If the
wielder of the hammer strikes an enchanted creature, the wielder and the
target make opposed willpower saving throws. If the wielder of the hammer
wins the opposed roll, the target loses its enchantment. If the enchantment
is permanent, then it is simply neutralized for ten minutes. If the target
is a magic item or enchanted item, the wielder of the hammer must succeed
with a willpower saving throw at a DC equal to the level of the creator of
the item or caster of the enchantment.
There is no additional effect on the wielder if the opposed roll
is lost. The hammer’s ability can be used ten times per day. Although it
grants no bonus to attack rolls or damage, the Drunnbaric Hammer is
considered magical for purposes of damage reduction.
Caster Level: 9th; Prerequisites: Craft
Magical Arms & Armor; Market Price: varies.
Elemental Epbul: The invention of the Grean wizard
Rutorn, the Elemental Epbul, or firearm as it was once called, is one of the
most feared weapons on Habololy. These devices are enchanted so that they
can trap elementals of any type and expel them in deadly blasts, which in
the process destroy the trapped elemental. The enchantments that are
required to create one are so precise that they have only ever successfully
been made out of Azucar.
The standard Elemental Epbul can trap up to 100 hit dice of
elementals. The elementals can be expelled in a ray or a cone. The ray
deals 1d8 points of damage per hit die the wielder chooses to expel, to a
maximum of 10. It requires a ranged touch attack roll with standard
modifications. It has a range of 50 feet. The cone deals 1d4 points of
damage per hit die the wielder chooses to expel, to a maximum of 10. It
extends 20 feet out and follows the rules for a cone-shaped spell. Anyone
caught in the cone receives a reflex save at DC equal to 10+ half the Hit
Die of the elemental used. If successful, they take only half damage.
The wielder of an Elemental Epbul may attempt to trap an
elemental by releasing the back casing of the weapon and touching it to the
elemental the wielder wishes to trap. The wielder was succeed in a DC15 Use
Magic Device skill check and elemental must fail a willpower save at DC25 to
be trapped. If the wielder traps more than 100 hit dice of elementals, the
elemental epbul goes dormant for one day and the trapped elementals are
released.
Caster Level: 9th; Prerequisites: Craft
Wondrous Item ; Market Price: varies.
Fiery Sight: First designed by Amatine wizard, the Fiery
Sight was widely produced by the Tinkocracy. Usually made to look like a
small spyglass, it attaches to the barrel of a crossbow, firearm, or ebpul.
When activated, the sight magically illuminates the target viewed in the
sight
with an aura of usually red fire. Only one target may be illuminated at a
time, and the illumination fades if the target is over 300 feet away from
the wielder.
The effect of this fire is only to illuminate the target, not to
injure. If there is enough light in the area around the target to see
normally, then the fire only provides a +1 circumstance bonus to hit. In
low light areas, the bonus increases to +2. In complete darkness, the bonus
is +4 to hit. Regardless of lighting, the fire imposes a -20 to all
attempts to hide made by the target.
Caster Level: 9th; Prerequisites: ;
Market Price: varies.
Patch, Amatine Assassin: The Amatine Assassins all
possess magical patches given as rewards for accomplishing feats. When an
assassin successful completes a mission of substantial merit, he is given a
patch that is sewn into his armor. This patch has a depiction of the type
of creature with which the assassin dealt, and also provides an enchantment
designed to aid the assassin in future encounters of a creature of that
type. As long as the patch is worn, the assassin benefits from the
enchantment.
Several examples of powers that a patch might provide are:
resistance 10 against a particular element after the assassin defeated
an elemental, immunity to sonic-based spells after the assassin defeated a
bard, etc.
Caster Level: 7th; Prerequisites: Craft
Wondrous Item, others vary by patch type; Market Price: varies.
Ring, Arcane: This ring always appears as a golden ring
with a blue metal pearl circle set into one side of it. Its only purpose is
to allow the wearer to cast arcane spells while on the island of Thynkizland.
Caster Level: 11th; Prerequisites:
Forge Ring, limited wish; Market Price: 50,000 gc.
Ring, Bullet Shield: These rings have existed since
shortly after the first firearm was successfully fired. They came into
prominence during the reign of the Tinkocracy, when every soldier would give
any item he or she had for one. Many still exist, although the fall of the
Tinkocracy greatly diminished their value.
While active, the ring provides the wearer a +20 bonus to armor
class against bullets fired from firearms or epbuls. The wearer activates
the ring by turning it 180 degrees. It remains effective for up to one hour
per day.
Caster Level: 7th; Prerequisites: Forge
Ring; Market Price: 15,000 gc.
Ring, Personal Illusion: While worn this ring allows the
wearer to alter his or her appearance as if affected by a Programmed
Image. The wearer may spend one minute concentrating and programming a
new image into the ring. At the end of the minute, the wearer must succeed
with an Intelligence check at DC 20. If successful, the wearer may use the
new programmed image. If unsuccessful, the wearer may try again after an
hour. The ring may hold up to three images at any one time. The wearer may
switch from one image to another at will by using a standard action. If a
new image is programmed in, the oldest image in the ring is lost.
Caster Level: 11th; Prerequisites:
Forge Ring, programmed image; Market Price: 40,000 gc.