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1001 Enhanced/Imbued Items

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  • #16
    Same Item 3 ways.

    7 League Boots (Artifact •••)
    These footwear resemble the old Roman Sandals then boots and last seen on the feet of Alexander that Great. When donned they can be used to travel great distances in a short amount of time. While the boots worn the wearer doesn’t suffer the effects of the surrounding envionment.

    Mana: 6
    Gnosis: 2
    Arcanum Rating: Space •
    Effects: Ground-Eater (Space •), Attainment Time in a Bottle, Attainment Environmental Immunity

    7 League Boots (Imbued Item •)
    These footwear resemble the old Roman Sandals then boots and last seen on the feet of Alexander that Great. When donned they can be used to travel great distances in a short amount of time.

    Mana: 3
    Arcanum Rating: Space •
    Effects: Ground-Eater (Space •), Attainment Time in a Bottle

    7 League Boots (Enhanced Item •)
    These footwear resemble the old Roman Sandals then boots and last seen on the feet of Alexander that Great. By donned the boot the wearer activates the magic adding 2 to the wearers speed.

    Effects: Ground-Eater (Space •)

    Comment


    • #17
      Imbued Item:

      Helm of the Deeps (Rating 7)
      When active, this ornate Corinthian-style helm casts a Matter 2 spell that excludes from the helm's interior liquid and solid matter, allowing the wearer to breath the gasses normally dissolved in water. This does nothing to prevent rapture of the deeps or the bends, but the spell does have the helpful side effect of acting as high quality swim goggles, allowing clear sight underwater. It holds up to 9 points of Mana, and is normally activated with advanced Duration. Each activation costs 1 Mana.

      Comment


      • #18
        Varradin's Cauldron [Imbued]
        Item: A large pot with an imprint for some kind of plaque to go.
        Effect: Hung Spell (Time 2) + Conditional Duration (Time 2 Attainment)
        Potency: 1
        Duration: Indefinite **
        Scale: 1 Subject
        Range: Touch
        Casting Time: 30 Minutes
        Cost: 2 Mana
        Capacity: 10 Mana
        Paradox: 1
        Trigger: Heating the filled pot with a plaque placed in the receptacle.
        By placing a secondary "effect" plaque in the designated slot, the Cauldron will hold that magic in abeyance indefinitely until the fluid in the Cauldron comes into contact with another creature.
        Note: This item was designed to be used in conjunction with a series of other Imbued Items toward the goal of distributing magic (in potion form) to the masses. Due to the risk of Paradox involved, testing of a particular brewing is encouraged. The Cauldron can brew 5 bottles before needing to be recharged.

        Cartouche of Swiftness [Imbued]
        Item: A mercury plate with the Atlanean symbol of speed.
        Effect: Acceleration (Time 3)
        Potency: 3
        Duration: 1 Hour/Scene *
        Scale: 1 Subject
        Range: Touch
        Casting Time: 30 Minutes
        Cost: 1 Mana
        Capacity: 3 Mana
        Trigger: Touching the symbol after the cauldron it has been attached to has been heated.
        This plaque can infuse a liquid that will triple the Speed of whoever comes into contact with it for 1 Hour (or Scene).
        Note: This item was designed to be used in conjunction with Varradin's Cauldron, and uses whatever is first touching the liquid after the Hung Spell expires as the target of its own spell. It can be used 3 times before needing to be recharged.

        Cartouche of Health [Imbued]
        Item: A gold plate with the Caduceus imprinted on it.
        Effect: Mend (Life 4)
        Potency: 4
        Duration: 1 Turn (Effect is Lasting)
        Scale: 1 Subject
        Range: Touch
        Casting Time: 30 Minutes
        Cost: 1 Mana
        Capacity: 3 Mana
        Trigger: Touching the symbol after the cauldron it has been attached to has been heated.
        This plaque can infuse a liquid that heal 4 Lethal Damage (without scarring *) of whoever comes into contact with it.
        Note: This item was designed to be used in conjunction with Varradin's Cauldron, and uses whatever is first touching the liquid after the Hung Spell expires as the target of its own spell. It can be used 3 times before needing to be recharged.

        Panel of the Sleeping Cure [Imbued]
        Item: A stainless steel plate with the New Horizons corporate logo on it.
        Effect: Stealing Fire (Prime 3)
        Potency: 3
        Duration: Indefinite **
        Scale: 1 Subject
        Range: Touch
        Casting Time: 30 Minutes
        Cost: 1 Mana
        Capacity: 1 Mana
        Paradox: 1
        Trigger: Touching the symbol after the cauldron it has been attached to has been heated.
        This plate can infuse a liquid that will tear away the scales of the Lie of whoever comes into contact with it Indefinitely.
        Note: This item was designed to be used in conjunction with the recently uncovered Varradin's Cauldron, and uses whatever is first touching the liquid after the Hung Spell expires as the target of its own spell. It can be used once before needing to be recharged.


        Malkydel: "And the Machine dictated; let there be adequate illumination."
        Yossarian: "And lo, it was optimal."

        Comment


        • #19
          Storm in a Bottle (Imbued 9)

          This bottle, as the name implies, creates storms, using the Forces 2 Control Weather effect and the Time in a Bottle Attainment. Open the cork, and out comes a storm. The storm lasts for a day. The bottle holds 7 Mana and when placed in a Hallow with available Mana can replenish itself via Sacred Geometry and Channel Mana.

          Comment


          • #20
            This is an old thread... but still younger than this one by Enlightened Milkman, and I felt adding to an existing thread would be better than starting another one. So here are some Imbued Items from one of my 2E Legacies threads.

            Just like I'm doing for Creative Thaumaturgy, I'll just continue copying stuff here if it doesn't count as thread necro, since people might be interested in magical items but not Legacies.

            (Oh, and can we add Artifacts here too?)






            Imbued Item: Skeleton Key (•)
            Effects: Break Boundary (Space •), Secret Door (Space •)
            Mana: 3
            Activation: Persistent (Break Boundary), Contingent (Secret Door) — trace the passage's frame with the Key
            Reach: Instant Casting, Advanced Duration
            Other Traits: No Flexible Reach, No over-Reach, Relinquished
            A key member of the Nighthawks is a skilled crafter of magical items, and he spends most of his time tinkering with spells to create tools of larceny. His Skeleton Key allows a Nighthawk to open any locked safe, door, or window with ease. That was the previous version, and this latest rendition also adds the ability to aid escape by hiding passages the Nighthawk passes through.
            The crafter still makes the outdated model, but intentionally makes it from overly decorated ornamental keys, complete with a oversized skull-shaped handle engraved with a tiny nighthawk at the forehead. Those he sells to mages outside the Legacy; the ones actually used by the Nighthawks are made from small innocuous accessories, though he still restricts them to items related to access and transport (such as ID cards, car keys, subway tickets, or a public traffic fee card).



            Imbued Item: Sneakglasses ()
            Effects: Machine Invisibility (Matter •)
            Mana: 3
            Activation: Contingent — twirl the glasses with one hand before wearing it
            Reach: Instant Casting, Advanced Duration, apply to magically animated unliving constructs
            Other Traits: No Flexible Reach, +2 over-Reach, Relinquished
            The crafter of the Nighthawks had no affinity with Matter magic, but started to train himself after running afoul of a squad of clay soldier guardians in a museum that was wired to the security cameras. This item is both the process and result of his training, allowing him to sneak past Matter-based security.
            The crafter feels this creation is incomplete and thus is hesitant to loan it to his fellow Nighthawks, especially after a Paradox botched his last use of the item and almost got him caught by Sleeper security guards. That, and the only current model is made out of his favorite sunglasses, which he is reluctant to part with.


            MtAw Homebrew:
            Even more Legacies, updated to 2E
            New 2E Legacies, expanded

            Comment


            • #21
              Enhanced Item: New Royal Seal of Asia ()
              Equipment Bonus: +3 to Persuasion or Politics rolls for interacting with the authorities
              Enhancements: Give Me That (Mind •) (from Signs of Sorcery)
              The New Royal Seal of Asia is anything but what its overly pretentious name suggests. It is indeed made out of fine jade and with exquisite craftsmanship, but is ultimately something created by a perfectly mundane crafter as a curio for the rich. However, it turned out to be one of those naturally occurring Enhanced Items, receptive to spells of authority and confirmation. A Seer who saw it on the market immediately grabbed it.
              Said Seer was Bonghwang-daegun, the mastermind behind creating and playing like fools the fringe cult known as the Pretenders to The Subject. He has cast a spell to nudge those ignorant Sleepers into believing that possessing the Seal somehow 'proves' them as a great leader fit for grandeur. He is aware of the irony of the situation; as a Seer, he has seen firsthand and participated in wild goose chases after pieces of the Supernal, littered around as lures and playthings by the overlords of heaven, and has experienced much frustration. For him, the Seal and the cult is a source of petty amusement borne from being for once the manipulator, not the manipulated.


              MtAw Homebrew:
              Even more Legacies, updated to 2E
              New 2E Legacies, expanded

              Comment


              • #22
                Enhanced Item: Interlinia - Kurdaitcha Shoes ()
                Enhancements: Without a Trace (Death ••) Control Sound (Forces ••)
                The Kurdaitcha are the most infamous of the central desert mages. They are dispatched by clan elders to punish lawbreakers and hostile sorcerers. Interlinia are the shoes worn by Kurdaitcha. They are a thick pad of emu feathers glued together with human blood and tied at the ankle with a cord of human hair.
                When wearing these shoes the Kurdaitcha leave no tracks and make no sound regardless of the surface they are walking on.
                The shoes will not function if one of the wearer's little toes is not dislocated, there are small holes in the shoes to allow the toe to stickout. Traditionally no woman or child may see them.
                The spell effects are indefinite however the shoes are not durable and after a day of walking in rough country they will no longer function.

                Comment


                • #23
                  I am not sure if perfected items might count, but hopefully these will prove an interesting addition to a mage's toolkit.

                  Imbued Item: Bookmark of Untold Tales (
                  ••)
                  Effects: Reveal History (Prime •, Time •)
                  Mana: 3
                  Activation: Persistent (Reveal History)
                  Reach: Instant Casting, Advanced Duration
                  Other Traits: No Flexible Reach, No over-Reach, Relinquished
                  The accumulated collection of the Mysterium is vast, but as encompassing as it is, the need for scrutiny never ceases to be a concern. Wise curators always do a quick background check whenever someone asks to borrow rarer materials, when members from other Caucuses arrive or before making more sensitive knowledge available to someone outside the Order. This item allows them to harness the revelatory power of Prime to show them a quick summary of all relevant events in a target's life, with time magic picking out the most important ones due to its gravitas upon the truth of the being. This is an Unveiling of Prime and Time, giving the subject the ability to spend a turn to observe the target to obtain the effect. While more in depth details always requires more lengthy examination via other spells (such as Postcognition or Mind magic), it is often sufficient to establish a baseline on the subject and draw suspicion to infiltrators. A few Suspectors of the Guardians and Deacons of the Ladder favor this item as well, cultivating an air of all knowing judges that keep tabs on the movers and shakers of their protectorate.


                  Perfected Item: Mithridatum (••)

                  Named after the legendary antidote created by Mithridates, the Poison King, this potent remedy is created by perfecting an poison antidote or antivenom, being able to perfectly cure any poison, whether mundane or supernatural. It is rumored that expeditions of the Mysterium carry an endless supply of it when journeying into the Emanation of Yggdrasil. Seeking the legendary generative substance called Eitr and hoping it might provide insight into the Imperial Mysteries, they are all too aware of its capacity to lethally poison even the most powerful entities in the Tapestry. Thus having a ready supply is one of their most basic safety measures.

                  Perfected Item: Cantarella (••)

                  A poison created by a Perfecting of Matter and Time, named after the deadly arsenic supposedly employed by the Borgias. Regardless of the original nature of the poison (whether liquid, solid or even a heavy metal), it becomes a white powder with the same toxicity as the originating material. This substance is colorless, odorless and tasteless. It is utterly undetectable and incurable by mundane means. Similar to the legends surrounding the deadly substance, the caster is able to specify how long the poison requires to start acting, thus allowing it to kill a target weeks or months after administration. Because of this, it has become one of the preferred methods of assassination of the Orphean Ministry, who reveal in the fear of the unknown it imprints upon those they wish to intimidate.


                  (I will probably create spells for all of these)
                  Last edited by KaiserAfini; 07-04-2021, 11:46 PM.


                  New experiences are the font of creativity, when seeking inspiration, break your routine.

                  The Agathos Kai Sophos, an Acanthus Legacy of strategists (Mind/Time)
                  The Szary Strażnik, an Obrimos Legacy of Scholars of the Glyphs of Fate (Fate/Prime)

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