MAGEGLOBE
These solid metal orbs, a heterogeneous composite of silver,
gold, and platinum, glittering with gem-dust, are between two and four inches
in diameter and are incised with tiny runes, sigils, and formulae in eldritch
tongues. Developed during the height of the Second Caliphate, the magi of that
realm used these devices to better target their area of effect spells such as
sleep, stinking cloud, and fireball.
When held in hand prominently during the casting of such a
spell, any allies caught in the area of effect receive a +2 bonus to save
against the effect of the spell. Conversely, when there are no allies caught in
the area of effect, and the caster can concentrate solely on targeting enemies,
the enemies get a -2 penalty to save against the spell effect. The globe is
useless if used on a target of a spell that only targets a specific individual
or individuals, rather than a broad area of effect.
The globes are rated based on the maximum spell level at
which they are efficacious. This also determines their cost to manufacture:
Least: 1st level, 250 gp
Lesser: 2nd level, 500 gp
Minor: 3rd level, 1000 gp
Major: 4th level, 2500 gp
Greater: 5th level, 5000 gp
If at any time an ally critically fails with a “Natural 1” a
save instigated by a spell modified by the globe, or similarly if an enemy
makes a saving throw with a “Natural 20,” the globe temporarily loses its
magical calibration and becomes non-functional until the wizard spends one hour
plus 1/10th the cost of making the globe in a ritual to re-calibrate
the globe.
The art of creating these devices was spread far and wide
following the flight of the magi at the fall of the Caliphate, though their
creation is beyond the simple arts of the typical hedge mage. Any wizard
schooled at the better colleges of magic in Itlania, Elysion, the Septarchy,
Gyrax, Alspadia, or the South has a chance equal to their chance to learn a new
spell to have the knowledge of how to manufacture one at character creation.
Otherwise the formulae and rituals can be found in various tomes and grimoires.
A wizard can create a Mageglobe of any rank equal to any
spell level they can cast. Creation of a Mageglobe requires silver, gold, platinum, gem
dust, and a pint of blood or ichor from an aberration or cosmic entity with HD
equal to the level of the highest-level spell that will be able to be cast
using the Mageglobe. If the wizard obtained the blood or ichor himself, he
gains a +10% chance on his roll to successfully enchant the device (equal to
his chance to learn a new spell less 5% per level of the device). Time required
is one week per spell level.
Few wizards, once they have manufactured a Mageglobe, sell
them, as a weaker globe can be enchanted to a stronger globe over time with
further enchantment and cost (simply subtract that already expended from the
new cost). However, adventurers who have found these in treasure hoards have
been known to sell them at two to five times the cost of enchantment.
Note that the Gregorian
Church is leery of the
manufacture and use of these devices, as the formula requires the use of blood
or ichor of questionable provenance.
MAGEWAND
These simple wands, also known as dueling wands, are a basic
enchanted item that can be created by even a 1st level wizard. In
fact, in the Olden Lands, one is not considered a true wizard in magical
circles until one has a self-made Magewand ready at hand. These wands are
enchanted to provide the wizard with a basic magical weapon, something flashy
to impress and threaten the yokels and something that civilized wizards can use
to resolve simple, petty feuds.
The wand is pointed at the target and the wizard utters the
magic word – unique to each wizard and her wand – that sends off the bolt of
magical force. The range of the bolt in feet depends on the level of the
wizard:
1st to 3rd: 10/20/30
4th to 6th: 15/30/45
7th to 9th: 20/40/60
10th to 12th: 25/50/75
13th to 15th: 30/60/90
16 to 18th: 40/80/120
19th plus:
50/100/150
The wizard must roll to hit as per a normal attack, as,
though the bolt is magical, it is still a normal physical attack. If hit the
target does not get a saving throw. Note that though it is magical, it has no
bonus to hit, thus the bolt cannot hit creatures that require +1 or better
magical weapons to be hit, though it can hit any creature that merely requires
any magical weapon to be hit.
The bolt, which has the color and appearance and generates a
sound as the wizard who made the Magewand so dictated at the Magewand’s
creation, deals 1d4 points of damage plus the highest spell level the wizard
can memorize; thus the bolt of a 1st level wizard deals 1d4+1 points
of damage, the bolt of a 7th level caster deals 1d4+4 points of
damage, and the bolt of an 18th level wizard deals 1d4+9 points of
damage. The wizard can, at the time of shooting, decide whether the damage is
lethal or subdual damage. Most duels are performed with subdual damage… most.
A wizard can use another’s Magewand, and the Magewand’s
range and damage is based on that of the creator (if the creator is dead, it is
based on his level at the time of death). However, using another, more powerful
wizard’s Magewand causes the user to suffer a penalty to hit equal to half the
difference between the maximum spell levels useable by the wielder and the
creator, rounded up. Thus, a 1st level wizard using a 7th
level wizard’s Magewand would suffer a -2 penalty to hit ((4-1)/2).
A wizard trained to use a Magewand possesses a number of power
points equal to his Intelligence score plus his current level as a wizard. Only
one charge may be used per attack. These power points, which are separate from
and unrelated to spells known or memorized, are regenerated at a rate of one
point per 10 minutes spent exclusively in meditation for the purpose. All
points are regained after a full night’s restful sleep.
Any properly trained wizard can make a Magewand in one day’s
time and by expending 100 gp in petty magical materials (eye of newt, wing of
bat, nose of goblin, etc.) and a successful roll against his chance to learn a
new spell. The appearance of a Magewand can vary greatly; most are simple wood,
others are of metal, the more ostentatious are crystalline rods or
gem-encrusted. A Magewand can take the form of a wand or even a rod, scepter,
or staff. Many of the more potent magical wands, rods, and staffs known today
began as a Magewand, with the wizard further enchanting his personal wand as he
grew in power and knowledge.
A wizard can have more than one Magewand of his own creation
in existence at one time; however, for each such Magewand in existence beyond
the first, the wielder of any of the wizard’s Magewands suffers a -1 penalty to
hit, cumulative.
RING OF DEFENSE
Another mainstay of wizards above the hedge-wizard level is
the ring of defense, a simple enchantment that even a 1st level
wizard can readily manage. These devices are purely personal; no one else can
ever benefit from a wizard’s ring of defense, though such items often evolve,
of their own accord and through eldritch means, into proper magical rings of
protection.
The enchantment on these rings grants the wizard a bonus to
his Armor Class. The bonus is equal to the highest level spell he can memorize
or his Intelligence bonus, whichever is higher.
The bonus can be used a number of times per day, defending
against a single attack roll per use, equal to the level of the wizard plus his
Intelligence bonus. The number of uses per day resets at dawn, noon, sundown, or
midnight, as determined by the wizard when he creates the ring.
When attacked, provided the wizard is not caught surprised,
he can assign the bonus to his AC instantly, before the attack roll is made. If
an attacker has multiple attacks, the wizard must declare which one he is using
the bonus on, though if he has enough daily uses remaining he can use one charge
per attack.
If the ring’s bonus successfully provides a defense, there
is a scintillating flash from the ring that interposes itself between the
attack and the wizard; otherwise, if the bonus did not help in defense, there
is no physical effect.
If the wizard is ever hit by a “Natural 20” in an attack in
which he used the bonus from the ring, the ring’s magic is destroyed, and the
ring itself melts, shatters, or dissolves, as is appropriate for the material
used.
A wizard can create a ring of defense in one day’s time and
at a cost of 50 gp in minor magical components per point of bonus to AC the
ring provides.
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