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item:recipe [2026/05/18 16:03] – [Master-Work: Mechanics & Options] Cinderitem:recipe [2026/05/18 16:38] (current) – [Crafting Magic Items & Enchanting Equipment] Cinder
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 ===== Crafting Magic Items & Enchanting Equipment ===== ===== Crafting Magic Items & Enchanting Equipment =====
  
 +==== Mage-wright Enchantments ====
 +
 +//Arcadia Vol 28//
 +
 +Mage-Wright Enchantment can be conducted by any Mage-Wright Crafter. a High level form of Magic enchantment that not everyone is able to master. \\
 +Mage-Wright May offer their services for a high price, a favour or other form of trade they find useful. \\
 +Mage-Wright enchantment are counted separately from generic enchantments or mundane enchantments and will often stack onto of other magic. Though only 1 Mage-Wright enchantment can apply to any one piece of equipment, weapon or armour. Unless? (Talk to your GM). But that one mage-wright enchantment can be refined further with subsequent enchantments of the same type.
 +
 +Some of these enchantment are less powerful than others, Its highly possible that less powerful enchantment can be combined with more powerful ones if the player and GM agree.
 +
 +Some of these Enchantments can be done by less skilled smiths / enchanters. (Ask your GM)
 +
 +**Alacritous** \\ 
 +An alacritous item allows you to take an extra bonus action. Once you do so, you can’t do so again until you finish a long rest. 
 +  *Subsequent Upgrades. You gain the following non- cumulative benefits on subsequent upgrades: 
 +  *You can take an extra action or an extra bonus action, but not both. Once you do so, you can’t do so again until you finish a long rest.
 +  *You can take an extra action and an extra bonus action. Once you take the selected action, you can’t do so again until you finish a long rest. 
 +  *You can take an extra action or bonus action, but not both. Once you do so, you can’t do so again until you finish a short or long rest.
 +
 +**Arcane Retort** \\ 
 +An item with the arcane retort upgrade allows you to cast counterspell at 3rd level. Once you do so, you can’t do so again until you finish a long rest. 
 +  *Subsequent Upgrades. For each upgrade, the level at which you cast counterspell from the item increases by 1, to a maximum of 6th level.
 +
 +**Arcane Sense** \\ 
 +An item with arcane sense glows or reacts in some other noticeable way whenever a spell is cast within 20 feet of it. 
 +  *Subsequent Upgrades. You gain the following cumulative benefits on subsequent upgrades: 
 +  *You can cast the identify spell three times, regaining all expended uses when you finish a long rest. 
 +  *You can cast the detect magic spell at will. 
 +  *You can cast the legend lore spell. Once you do so, you can’t do so again until you finish a long rest. 
 +
 +**Elusive** \\ 
 +An item with the elusive upgrade grants you advantage on ability checks and saving throws made to avoid being grappled or to escape from a grapple. 
 +  *Subsequent Upgrades. You gain the following cumulative benefits on subsequent upgrades: 
 +  *You have advantage on ability checks and saving throws against being restrained. 
 +  *You can’t fall prone unless you are incapacitated or you choose to do so. 
 +  *You have advantage on ability checks and saving throws against being paralyzed. 
 +
 +**Empowered** \\ 
 +An empowered item can be used as a spellcasting focus. Additionally, you have a +1 bonus to spell attack rolls. 
 +  *Subsequent Upgrades: You gain the following cumulative benefits on subsequent upgrades: 
 +  *You have a +1 bonus to your spell save DC. 
 +  *The bonus to your spell attack rolls granted by the item increases to +2. 
 +  *The bonus to your spell save DC granted by the item increases to +2
 +
 +**Energy-Touched** \\ 
 +An item with the energy-touched upgrade channels the power of a specific type of energy. 
 +  *If the item is a weapon, it deals an extra 1d4 damage of the chosen type on a hit. 
 +  *If the item is not a weapon, each time you take damage of the chosen type, you reduce the damage by 2 (minimum 0 damage). 
 +You can have multiple items with this upgrade for different damage types, or can have one item that deals extra damage and one item that reduces damage both of the same type. But two items with the same effect for the same damage type don’t work together. \\ 
 +Roll on the Energy Type table to determine what type of energy this item channels.
 +  *Subsequent Upgrades: For each upgrade, the extra damage you deal with a weapon increases by 1d4, to a maximum of 4d4, or the damage reduction increases by 2, to a maximum reduction of 8.
 +
 +^  Energy Type  ^^
 +^ D8 ^ Element ^
 +| 1 | Acid |
 +| 2 | Cold |
 +| 3 | Fire |
 +| 4 | Force |
 +| 5 | Lightning |
 +| 6 | Necrotic |
 +| 7 | Radiant |
 +| 8 | Thunder |
 +
 +**Ferocious** \\ 
 +A ferocious weapon deals an extra 1d4 damage of the weapon’s type on a critical hit. 
 +  *Subsequent Upgrades: For each upgrade, the extra damage increases by 1d4, to a maximum of 4d4.
 +
 +**Fortitude** \\ 
 +Each time you finish a long rest, you gain 1d8 temporary hit points. 
 +  *Subsequent Upgrades. For each upgrade, you gain an additional 1d8 temporary hit points each time you finish a long rest, to a maximum of 4d8.
 +
 +**Guardian** \\ 
 +A guardian item grants you a +1 bonus on one saving throw of your choice. 
 +  *Subsequent Upgrades: You gain the following cumulative benefits on subsequent upgrades: 
 +  *You gain a +1 bonus to another saving throw of your choice.
 +  *The bonus to one of your chosen saving throws increases to +2. 
 +  *The bonus to your other chosen saving throw increases to +2.
 +
 +**Illuminated** \\ 
 +An illuminated item sheds dim light in a 30-foot radius when you speak a command word as a bonus action. You can extinguish the light at any time (no action required). 
 +  *Subsequent Upgrades: You gain the following cumulative benefits on subsequent upgrades: 
 +  *When you activate the item’s light, you can choose to have it shed bright light in a 30-foot radius and dim light for an additional 30 feet. 
 +  *When you activate the item’s light, you can choose to have it shed dim light in a 60-foot radius, or to shed bright light in a 60-foot radius and dim light for an additional 60 feet. 
 +  *When you activate the item to shed bright light, each creature of your choice within 30 feet of the item takes 2d10 radiant damage. Once you use this feature, you can’t use it again until the next dawn.
 +
 +**Keen** \\ 
 +A keen weapon Increases its critical threshold by 1 (D20 Roll 19-20). Once you use this benefit, you can’t do so again until you finish a long rest. You can choose to use this benefit after determining whether the attack hits or misses. 
 +  *Subsequent Upgrades: For each upgrade, the critical threshold increases by 1, to 18–20, 17–20, and 16–20.
 +
 +**Mind’s Eye** \\ 
 +A mind’s eye item grants you the ability to initiate telepathic communication with one creature within 30 feet of you as a bonus action. This telepathy lasts until you and the other creature are no longer within 30 feet of each other, or until either of you end the communication (no action required). You can communicate with another creature whether or not you have a common language, but you can’t communicate with any creature with an Intelligence score of 2 or lower. 
 +  *Subsequent Upgrades: You gain the following cumulative benefits on subsequent upgrades: 
 +  *As a bonus action, you can initiate telepathic communication with up to three creatures within 30 feet of you. Each of those creatures can freely communicate telepathically with you or each other until they are no longer within 30 feet of you or they end the connection for themselves (no action required). 
 +  *The range at which you can initiate and maintain your telepathic communication increases to 120 feet. 
 +  *The range at which you can initiate and maintain your telepathic communication is unlimited, as long as the other creatures are on the same plane as you. 
 +
 +**Potent** \\ 
 +A potent item grants you a +1 bonus to your spell save DC for spells of a school of magic of your choice (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation). 
 +  *Subsequent Upgrades: You gain the following cumulative benefits on subsequent upgrades: 
 +  *You gain a +1 bonus to your spell save DC for spells of another school of magic of your choice. 
 +  *The bonus to your spell save DC for your two chosen schools increases to +2. 
 +  *The bonus to your spell save DC for your two chosen schools increases to +3.
 +
 +**Preservative** \\ 
 +A preservative item immediately casts the gentle repose spell on you when you die. 
 +  *Subsequent Upgrades: You gain the following cumulative benefits on subsequent upgrades: 
 +  *The duration of gentle repose cast on you by the item increases to 30 days. 
 +  *You make death saving throws with advantage. 
 +  *The item immediately casts the revivify spell on you when you die, instead of gentle repose. This feature can be used three times, after which the item reverts to casting gentle repose with a duration of 30 days.
 +
 +**Protective** \\ 
 +A protective item grants you a +1 bonus to Armor Class. 
 +  *Subsequent Upgrades: For each upgrade, the bonus to your Armor Class increases by 1, to a maximum of +4.
 +
 +**Rugged** \\ 
 +A rugged item grants you resistance to poison damage. 
 +  *Subsequent Upgrades: You gain the following cumulative benefits on subsequent upgrades: 
 +  *You gain immunity to the poisoned condition. 
 +  *You gain immunity to poison damage. 
 +  *You ignore the disadvantage on ability checks normally imposed when you gain a first level of exhaustion. You suffer the penalties from subsequent levels of exhaustion as normal.
 +
 +**Shielded** \\ 
 +An item with the shielded upgrade allows you to cast the shield spell. Once you do so, you can’t do so again until you finish a long rest. 
 +  *Subsequent Upgrades: You gain the following cumulative benefits on subsequent upgrades: 
 +  *When you cast shield from the item, you can do so again when you finish a short rest. 
 +  *You can cast the mage armor spell. Once you do so, you can’t do so again until you finish a long rest. 
 +  *You can cast the fire shield spell. Once you do so, you can’t do so again until you finish a long rest.
 +
 +**Shifting** \\ 
 +A shifting item allows you to cast the disguise self spell. Once you do so, you can’t do so again until you finish a long rest. 
 +  *Subsequent Upgrades: You gain the following cumulative benefits on subsequent upgrades: 
 +  *You can cast the alter self spell. Once you do so, you can’t do so again until you finish a long rest. 
 +  *You can cast the mislead spell. Once you do so, you can’t do so again until you finish a long rest. 
 +  *You can cast the seeming spell. Once you do so, you can’t do so again until you finish a long rest.
 +
 +**Skillful** \\ 
 +A skillful item grants you proficiency in one new skill or with one new tool or instrument. 
 +  *Subsequent Upgrades: You gain the following cumulative benefits on subsequent upgrades: 
 +  *You can choose to have advantage on an ability check you make with your chosen skill or tool. Once you do so, you can’t do so again until you finish a long rest. 
 +  *Your proficiency bonus is doubled for any check you make with your chosen skill or tool. 
 +  *Whenever you make an ability check with your chosen skill or tool, you treat any roll lower than 10 as if you rolled a 10.
 +
 +**Stoic** \\ 
 +A stoic item grants you advantage on saving throws against being charmed or frightened. 
 +  *Subsequent Upgrades: You gain the following cumulative benefits on subsequent upgrades: 
 +  *You have advantage on saving throws against effects that would read your thoughts. 
 +  *You have advantage on saving throws against enchantment spells. 
 +  *You have resistance to psychic damage.
 +
 +**Swift** \\ 
 +A swift item allows you to add half your proficiency bonus (rounded down) to initiative rolls. 
 +  *Subsequent Upgrades: You gain the following cumulative benefits on subsequent upgrades: 
 +  *Instead of adding half your proficiency bonus, you add your proficiency bonus to initiative rolls. 
 +  *On your first turn in combat, your speed is doubled. 
 +  *When you roll initiative, you treat any roll lower than 10 as if you rolled a 10. 
 +
 +**Talkative** \\ 
 +With a talkative item, you can cast the message spell a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest. 
 +  *Subsequent Upgrades. You gain the following cumulative benefits on subsequent upgrades: 
 +  *You can cast the sending spell a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest. 
 +  *You can cast the telepathic bond spell. Once you do so, you can’t do so again until you finish a long rest. 
 +  *You can cast telepathic bond up to three times, regain- ing any expended uses when you finish a long rest.
 +
 +**Unveiled** \\ 
 +An unveiled item grants you darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. 
 +  *Subsequent Upgrades: You gain the following cumulative benefits on subsequent upgrades: 
 +  *You gain blindsight out to a range of 15 feet. 
 +  *The range of your darkvision increases by an additional 120 feet. 
 +  *You can use a bonus action to gain truesight out to a range of 30 feet for 1 hour. Once you do so, you can’t do so again until you finish a long rest.
 +
 +**Wakeful** \\ 
 +With a wakeful item, you need only 4 hours of sleep to gain the same benefit that a typical Humanoid gains from 6 hours of sleep. You still need an additional 4 hours of light activity, such as reading, talking, eating, or standing watch, to gain the benefit of a long rest. If you already have the capability to reduce or negate your need for sleep, you choose which benefit to use. 
 +  *Subsequent Upgrades: You gain the following cumulative benefits on subsequent upgrades: 
 +  *You need only 2 hours of sleep to gain the normal benefit of 8 hours of sleep, but must engage in additional light activity to gain the benefit of a long rest. 
 +  *You need to sleep only once every two days, but must engage in light activity throughout a long rest when you aren’t sleeping. 
 +  *You no longer need to sleep at all, but must engage in light activity throughout a long rest when you aren’t sleeping.
 ===== Brewing Potions & Poisons ===== ===== Brewing Potions & Poisons =====
  
  • item/recipe.txt
  • Last modified: 5 days ago
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