Given here are all of the concoctions within I&A, along with the type
of Aetherite required to brew it and the typical cost to buy it; however, it is up to your
GM to decide how many (if any) vials of a given solution a seller has and whether or not
it can be bought anywhere else. Unless a concoction’s description says otherwise, it
must be drunk or injected in its entirety for its effects to be felt, which takes 3.5 seconds
to do if your DEX is <1. A single person can be under the influence of up to 2 concoctions
at once, including concoctions with instantaneous durations; if a 3rd one is imbibed, the drinker is
sickened for the next minute, at the end of
which they immediately spend 10 seconds throwing up and take 1d6 true damage. If a
concoction requires two or more types of Aetherite, it needs at least 1 pound of each
type to be brewed. To identify a concoction (including its strength and its effects) requires a successful
DR 15/18/22/25 Alchemy Supplies or Arcana check for weak/moderate/strong/exceptional
concoctions, though the GM may wish to modify this DR depending on the nature of the brew. A Partial Success on
this check will identify either the strength or the nature of the drink, but not both.
Aetherite of the given element need only be used to make the exceptional version of the given concoction;
for any weaker level of brew, Neutral Aetherite can be used. To determine the cost of a concoction, the prices
given will provide a good starting base, but as always, the price may increase or decrease depending on the exact
circumstances, i.e. according to supply and demand.
Elixirs
Aetherite. Space.
Description. A breathing elixir allows one to continue to safely draw breath
in situations wherein they otherwise wouldn’t, such as underwater, in an oxygen-less
environment, or in deadly gases, including Aether.
Description. A strange case of drink, the Elixir of Duality
split's the imbiber's psyche into two distinct halves, one embodying
their honesty, selflessness, virtues, and compassion for their fellow
Sentient, and the other solely comprised of their dishonesty,
selfishness, vices, and complete disregard for the all-around
well-being of others. Half of the time, one psyche takes control of
the victim, and during the other half, the other. A strong or
stronger Potion of Cure Disease will end the affliction and restore
the affected's mind, while a weaker Potion will only stave off the
transformation for 12 hours (weak) or 3 days (moderate).
Duration.Strong, permanent/until cured.
Price.Strong, 1000A.
Aetherite. Soul
Description. This elixir does not actively heal the consumer, but allows them
to feel as if they have not taken damage or been fatigued for a time. If consumed
while suffering from Health loss penalties, the drinker does not suffer from those
penalties for the duration. In addition, they become immune to fatigue damage for the
duration.
Description. An Elixir of Flight simply allows the user to fly at varying
speeds for varying lengths of time, both depending on the strength of the drink. The
flying speeds per strength level are given here: weak, 16m;
moderate, 20m; strong, 24m; exceptional, 30m.
Description. An Elixir of Fortune, as the name would imply, bestows good luck
upon the consumer. For the duration, you have advantage on all checks, attacks, and
saves. In addition, your M-DEF score is increased in proportion to the strength of
the elixir: weak, +1; moderate, +3; strong, +6;
exceptional, +10.
Description. This drink, a favorite of liars, swindlers, and charlatans the
world over, aids the consumer in all their dishonest efforts by granting them
advantage on their Beguilement checks for the duration.
Taking this while under the effects of an Elixir of Truth of lesser
strength will cancel out the Elixir of Truth’s effects; if the Elixir
of Truth is stronger, this serum has no effect; if they are of equal
strength, they cancel each other out.
Description. Liquid fire is a reddish-orange liquid that, when
exposed to air, ignites in a flame that is much more difficult to
extinguish than ordinary fire; though water will do the trick, the
subject must be completely engulfed, and other methods of putting the
inferno out are far less effective than normal. A weak Elixir of
Liquid Fire behaves much the same as a
molotov, with the difference that
if a creature takes final damage they have a 100% chance of being lit
on fire, and the final burn damage they take from being lit on fire
increases to 1d8. The damage this Elixir deals increases the stronger
the brew is by a factor of 1d6/1d8 per level of strength, e.g. a
strong Elixir of Liquid Fire deals 5d6 damage when ignited and
3d8 final burn damage at the start and end of each of the burning
creature’s turns.
Description. As opposed to the Elixir of Fortune, the Elixir of
Misfortune curses the consumer with poor luck, cursing them with
disadvantage on all checks, attacks, and saves. In addition, the
consumer’s M-DEF score is decreased in proportion to the strength of the
elixir: weak, -1; moderate, -3; strong, -6;
exceptional, -10.
Description. This concoction relieves the symptoms of one form of
madness, allowing the drinker to
not suffer from it for the duration. If the consumer suffers from more
than one form of madness, the GM
decides which form of madness is
suppressed. If the duration of the suppression is > the duration
of the madness, then it is cured.
Description. This truth serum will force a person to speak only the truth for
the duration, which varies according to the brew’s strength. There are ways around
this, such as lying by omission, giving the bare minimum amount of information,
simply not speaking, etc. Essentially, a clever mind can find ways to circumvent this
serum’s effects through technicalities and loopholes.
Taking this while under the effects of an Elixir of Lies of lesser
strength will cancel out the Elixir of Lies’ effects; if the Elixir of Lies is
stronger, this serum has no effect; if they are of equal strength, they cancel each
other out.
Description. Sought by Sentients feeling their age around the world, the
Elixir of Youth sheds years from the drinker like they might shed clothes, de-aging
them by a number of years depending on the strength of the brew: weak, 1d10
years; moderate, 2d10 years; strong, 3d10 years; exceptional,
5d10 years. A being that is reduced to <0 years is de-aged out of existence -
essentially, they are unborn.
Duration. A number of seconds equal to the number of years lost.
Poisons are special in that they are the only concoctions explicitly meant to
harm the consumer in one way or another. To combat these effects, the victim must
make a Fortitude save, the DR for which varies
depending on the brew’s strength. For simplicity’s sake, the Fortitude Save DR for
each strength of poison is given here: Weak: 14; moderate: 20;
strong: 30; exceptional: 40. The described effects assume the imbiber
failed the save; if they succeeded, the poison has no effect, unless they deal
poison damage, wherein like in all other instances, this damage is reduced by the
result of the victim's Fortitude save.
Aetherite. Light
Description. This poison causes the consumer to black out and be consumed with
a blind fury for the duration, causing them to attack the nearest creature in melee
until one of them is dead or the poison wears off. If there are no creatures in sight,
the victim sprints off in a random direction until they find someone to attack or the
poison wears off. The strain this poison puts on the victim’s body means that at the
end of the duration, they take an amount of fatigue damage equal to the number of
minutes they were under the poison’s influence.
Description. This poison causes the victim to feel as if their blood is on
fire, making them sickened, as well as
dealing an amount of poison damage at the end of the duration depending on the
strength of the poison: weak, 2d6; moderate, 4d6; strong, 6d8;
exceptional, 8d10.
Description. This poison causes the consumer to temporarily lose their mind,
rendering them sickened for the duration, as
well as unaware of anything that goes on around them.
Description. This poison cannot be cured by a Potion of Antitoxin,
but by an Elixir of Sanity. When imbibed, the victim suffers from one
form of madness for the duration.
Description. This solution exhausts the consumer, causing them to
take an amount of fatigue damage in proportion to the strength of the
brew: weak, 1d6; moderate, 2d8; strong, 6d8;
exceptional, 8d10.
Description. This surreal poison causes the victim to age a
number of years near-instantly, depending on the strength of the serum:
weak, 1d10 years; moderate, 2d10 years; strong,
3d10 years; exceptional, 5d10.
Duration. A number of seconds equal to the number of years aged.
Description. Favored by deceivers the world over, this poison causes the
victim to give the outward appearance of death, slowing their heartrate to a near
stand-still, chilling their body, paralyzing them, and placing them into a coma. Only
the poison wearing off or a Potion of Antitoxin will awaken them and restore them to
normal.
Description. Similar to Playdead, except much stronger, this poison has much
the same effect, except that it lasts much longer and is meant to take someone out
without killing them for an extended period of time. If Time Aetherite is used in the
brewing, the victim does not age while they are out.
Description. If already afflicted by a poison or venom, drinking this potion allows
the user to make an additional Fortitude
save against the affliction. An antitoxin of lesser strength will give a +2
(weak), +5 (moderate), or +10 (strong) bonus to the consumer’s
save; if the antitoxin is of equal strength, it gives advantage on the save; if the
antitoxin is of greater strength, the affliction is cured entirely. If the consumer is not
presently afflicted, the given bonus applies to any toxin ingested
within the next 24 hours.
Description. When drunk, the imbiber is cured of any disease
afflicting them appropriate to the strength of the brew. For especially
nasty diseases, such as cancer, it may take several imbibements before
the disease goes away for good.
Description. A Potion of Healing instantly restores varying amounts of Health
depending on the strength of the potion, given here: weak, 2d6; moderate,
4d8; strong, 6d8; exceptional, 8d10. The exceptional form of this potion
restores a singular lost appendage, such as a hand or an eye.
Description. This tincture instantly restores varying amounts of Mana depending on
the potion’s strength: weak, 2d6; moderate, 4d8; strong, 6d10;
exceptional, 100.
If the imbiber is an Elemancer of the type of
Aetherite used to brew the potion, they have advantage on the roll to see how much Mana
they regain, unless the brew is exceptional, in which case they also gain 25
temporary Mana.
Description. This potion will bring the recently deceased back to the land of
the living at 1 Health, assuming their soul is willing and able. The weak version of
this potion will work on any who died within the last minute, the moderate version
will work on any deceased within the last hour, the strong version will work on any
who died within the last day, and the exceptional version will work on anyone who has
died within the last 6 days.
Description. A Temporary Health Potion gives the user a pool of temporary
Health that cannot be restored and lasts 24 hours or until used up. The amount
of temporary Health given by this potion depends on its strength: weak, 2d6; moderate,
4d8; strong, 6d8; exceptional, 8d10.
Description. This brew grants a pool of temporary Mana that the consumer
draws from before drawing from their own Mana pool. This temporary Mana lasts 24 hours and cannot be
restored. The amount of temporary Mana varies based on the potion’s strength: weak,
2d8; moderate, 4d10; strong, 6d12; exceptional, 10d12.
If the imbiber is an Elemancer
of the type of Aetherite used to make the potion, they have advantage on the roll to see
how much temporary Mana they gain.
Enchants are powerful and usually very helpful items – unless the item in
question is cursed (for a list of example curses,
consult “Relic Curses” here). An enchant’s
description will say its effects, power level, the Aetherite used to make it, and how
it changes as its power level increases, if it does. Neutral Aetherite can be used to enchant items
up to 3rd level, but elementally-aligned Aetherite is needed for enchanting an item to
4th level or to make it an artifact. In these cases, only half of the required Aetherite
needs to be elementally-aligned, the rest can be Neutral.
All enchants must be attuned to in order for the user to gain their benefits and
know their capabilities. To attune to an item, the user must spend a number of
hours equal to the enchant’s power level squared focusing on and bonding with the
item in question; the exception to this is artifacts, which take a full day's rest
to become attuned to. A person can be attuned to up to 3 enchants at a time.
Unattuning to an enchant takes only an hour, and only one person can be attuned to
an enchant at a time.
Because the amount of possible enchanted items is practically infinite,
it would be impossible and impractical to attempt to list them all; instead, a few
items will be given at each power level for each category of enchant to give an
idea of what each type of item at each power level is like.
Enchanted Item Costs
Determining the cost of an enchant is far easier than deciding the cost
of a concoction; because so much Aetherite is used to create them, simply doubling the cost
of the amount of Aetherite used to enchant the item provides a decent base to start with,
and then the cost can be modified by the power level of the item or the relative rarity of
Aetherite at the seller’s discretion. Refer to the table below as a guide on modifying an enchant’s
cost by power level.
Enchant Cost by Power Level
Power Level
Cost Modification
1st Level
+50 Aeons
2nd Level
+500 Aeons
3rd Level
+2,500 Aeons
4th Level
+5,000 Aeons
Artifact
+10,000 Aeons
Destroying an Enchant
Non-artifact enchants are not particularly more durable than regular items, unless the
nature of their enchantment implies otherwise, such as with certain armors. Should an enchant be
broken or damaged, it will continue to function as intended, unless the damage was catastrophic.
For artifacts, although they are more difficult to destroy, it is not impossible; to
destroy them, one need only assail the item with overwhelming force and power, such as tossing
it in an active volcano, smashing it with extreme force repeatedly, or assault it with a variety of powerful and
destructive spells.
Arcane Items
1st Level
Aetherite. Soul, Space, and Varies.
Description. This figurine, small enough to fit in the palm of a Sentient’s
hand, is in the shape of any creature of Small or smaller size that is not a
Sentient. Depending on the kind of creature, it may require an additional type of
Aetherite besides what is listed, e.g. a Fae would require Magic, a Scorched would
require Light, etc. (all Beasts can be made with just Soul and Space). At
the user’s command and after 3 seconds, the figurine transforms into a full-size
living version of the creature for 1 minute, during which time it is exceptionally
loyal to the user and obeys its commands to the best of its ability; its stats are
equal to the creature’s normal stats. It can do this once every 24 hours, starting
when it returns back to figurine form. The transformation can end early at the
user’s discretion or if the creature “dies”, though neither reduce the recharge time
of the figurine. When the transformation ends, the figurine reappears in the user’s
possession if the user is on the same plane, otherwise the figurine takes the creature's
place. The familiar retains all of its memories from every time it is used.
Higher Levels. At 2nd level, the creature lasts for an hour. At 3rd
level, it lasts for one day. At 4th level, it lasts for 6 days. As an
artifact, the creature remains for 30 days before its transformation ends.
Aetherite. Magic.
Description. This strange hat can change its appearance over the course of 1.5 seconds.
Higher Levels. At 2nd level, it completely changes the user’s clothes;
at 3rd level, this hat can also change the user’s physical appearance.
Aetherite. Magic or Space.
Description. This cloak billows dramatically at the user’s discretion while
they are wearing it.
Higher Levels. At 2nd level, this cloak becomes a prehensile part of
the user’s body while it is worn. At 3rd level, it gives them a flying speed
of 10m. At 4th level, they are able to control the cloak even when they
are not wearing it. As an artifact, it becomes a sapient being that is
entirely loyal to the user and can communicate via gestures.
Aetherite. Magic.
Description. This single die rolls a number of the user’s choice every time
it is rolled.
2nd Level
Aetherite. Space.
Description. Taking the appearance of an otherwise ordinary small bag, this
satchel always weighs only 1 pound whenever holding up to 100 pounds of material.
After reaching the 100th pound, the sack gives the appearance of being full and
rejects any more items the user may try to place into it. To retrieve an item, a
creature must take 3 seconds to stick their hand in and think of the object they wish
to pull out. If the item is in the bag, it appears in the grabber’s hand; otherwise,
they know the item is not in the bag.
Higher Levels. At 3rd level, the bag weighs 5 pounds and holds up to
500 pounds of material; at 4th level, it weighs 10 pounds and holds up to 1000
pounds of material.
Aetherite. Space.
Description. This garment raises the user’s AGI score by .5, up
to 6.
Higher Levels. At 3rd level, the cloak raises the user’s AGI score by
1; at 4th level, it raises it by 2; as an artifact, it raises their
AGI score by 3; none of these increases can increase a user’s AGI score beyond 6.
Aetherite. Varies depending on the skill.
Description. Taking the form of any small, hand-held object of the creator’s
choice, this enchant increases the user’s proficiency in a single skill by 1, up to
6. Which skill varies depending on the type of Aetherite used to enchant it;
discuss with your GM which type of Aetherite would be appropriate for the skill you
want to increase proficiency in. As an example, Space Aetherite can be used to increase
proficiency with either STR skill, but you could use either Magic or Space for Climb.
Higher Levels. At 3rd level, the stone increases proficiency in the
skill by 2, up to 6. At 4th level, it increases proficiency by 3, up to 6. As
an artifact, it increases proficiency by 4, up to 6, and grants a bonus to checks
with that skill equal to the user's proficiency.
Aetherite. Magic, and Space.
Description. This cloak can change any of its superficial characteristics
(color, length, shimmer, etc.) over the course of 1 second.
Higher Levels. At 3rd level, this cloak also functions as
a 2nd level Bag of Holding, allowing the user to store items
inside it without changing its weight, causing them to appear as
patches on the back of the cloak, which can easily be torn off by the
user and reform into their normal shape and size over 3 seconds. At
4th level, it functions as a 3rd level Bag of Holding.
3rd Level
Aetherite. Space and Soul.
Description. A homunculus is an artificially constructed being, not unlike an
Automaton, except that a
homunculus is a flesh-and-blood creature constructed of clay and mud instead of
metal and wires (though both do require Soul Aetherite). Also like
Automata, Homunculi in the form
of a Sentient will eventually Awaken, becoming sentient, thinking and feeling for
themselves, though this takes about 5d10 years; until then it essentially functions
as a flesh golem with just enough intelligence and agency to carry out tasks given
to it by its creator. The creature, whether Sentient-shaped or not, has the same
stats as its natural counterpart. Homunculi in the shape of small creatures are
often referred to as familiars, especially when under the ownership of an Elemancer.
If a Homunculus’ owner dies, it imprints onto the next Sentient it sees.
A Player-Character can in fact be a Homunculus, though this will not
mechanically change anything, as only Homunculi in the form of a
Sentient will Awaken.
Higher Levels. At 4th level, the time it takes for a Homunculus to
awaken is reduced to 1d10 years. As an artifact, it becomes sentient immediately.
Aetherite. Space.
Description. What appears to be a circular piece of black felt
cloth 10cm in diameter is, in fact, much more. Over the course of 3 seconds,
the user can toss the cloth onto a surface, such as a floor or wall,
and create a circular hole 1 meter in diameter and 1 meter deep. If the
hole is placed on a surface that is < 1m thick, it
creates a passageway through the surface straight to the other side;
otherwise, it creates a normal pit. The user can then take 3 seconds to
pull the hole off of the surface they placed it on, returning the
surface to its normal state and sealing the aperture once more. Any
objects or creatures inside the hole at this time are forcefully
ejected, taking 1d10 physical damage in the process. If the hole
is placed on a surface < 1m wide, the size of the hole matches
the width of the surface it was placed on.
Higher Levels. At 4th level, the cloth is 20cm in
diameter, creates a hole 2m in diameter and 2m deep, and deals
2d10 damage when it ejects creatures and objects. As an artifact,
the cloth is 30cm in diameter, creates a hole 3m in diameter and depth,
and deals 3d12 damage when it ejects creatures and objects.
Aetherite. Varies.
Description. Much like the various gate-creating spells, a
portal allows one to travel from one place to another, including
across planes. To construct a portal that sends one to another plane,
Aetherite of that plane's type must be used and another portal must be
constructed (or already exist) on the receiving end that also has the
originating plane's Aetherite type; for example, to construct a portal
from the Plane of Fire to the Plane of Illusion, the portal on the Plane
of Fire must be built with Magic Aetherite and the portal on the Plane of
Magic must be built with Light Aetherite (a portal does not need to be
constructed solely of Aetherite, just have Aetherite incorporated into the
building material). A single portal can be built with multiple types
of Aetherite and link to multiple other portals. For portals that go to
the Central Plane, any type of Aetherite can be used. Additionally, the same Elemancer
must imbue their will into both portals, starting with the portal that matches their
Domain. And finally, portals cannot be always-active, but can be
activated for up to a minute using any trigger of the creator's desire,
such as a speaking a specific command word/phrase near the portal,
bringing a specific object close to it, activating a specific sequence
of glyphs on it, etc.
Higher Levels.4th-level portals can be always active, or
turned on/off using the same methods as activating 3rd-level
portals.
4th Level
Aetherite. Soul and Space.
Description. A soul jar can be any container that fits within
a 30x30x30 centimeter space, and allows
one to store a bit of their life essence – a piece of their soul –
inside it, ensuring their continued existence in the event their
current body dies. A soul jar will not supply a new body for the deceased, but
simply stores their soul for an indefinite time until a new unoccupied body can be
supplied (or the jar is destroyed), such as a corpse, Homunculus, or
Automaton
that has yet to Awaken. An Undead being, such as a Skeleton or Zombie, does not
qualify. In the event a corpse is to be used, it must have died of a cause other
than old age and have no missing vital organs, such as its heart, lungs, or brain;
if both of these qualifications have been met, then the power of the jar will
restore the corpse to 1 Health, healing any mortal wounds. The unoccupied body must
be within 3m of the jar to be possessed.
Higher Levels. As an artifact, a soul jar can create a... serviceable
new body for the user. This new body forms over the course of 1d12 days, and is
clearly not a normal Sentient body. In short, it has the appearance of being a
half-rotted corpse, and while it will have all the necessary appendages (two arms
and legs, two eyes, etc.), it will also have several chunks of flesh missing, such
as exposed bones and sinew, a missing nose, etc. The power of the jar keeps
the body alive, but only for so long; over the course of 1d12 months, the new body
decays beyond the point of usability. The user can choose between a body constructed
by the jar or possessing an unoccupied body.
Armors
Full suits of enchanted armor can take the form of any kind of armor.
1st Level
Aetherite. Space and possibly Time.
Description. This full suit of armor grants a +1 bonus to the
user’s Armor or Dodge score. The armor requires Time Aetherite at 4th level
and higher if the bonus is being applied to the user's Dodge.
Higher Levels. At 2nd level, the bonus increases to +2;
at 3rd level, it becomes +4; at 4th level, it becomes
+7; as an artifact, it becomes +10.
Aetherite. Space and Time.
Description. These boots increase the user’s speed by .25m/sec.
Higher Levels. At 2nd level these boots increase speed
by .5m/sec; 3rd level increases it by 1m/sec; 4th
level brings it up to 1.5m/sec; as an artifact, it increases
the user’s speed by 2m/sec.
Higher Levels. At 2nd level, the cowl grants the user darkvision;
3rd level, this helm grants arcane darkvision.
Aetherite. Space.
Description. This shield grants a +1 bonus to the user’s Armor
score.
Higher Levels. At 2nd level, the bonus increases to +2;
at 3rd level, it becomes +4; at 4th level, it becomes +7;
as an artifact, it becomes +10.
2nd Level
Aetherite. Space and Soul.
Description. This full suit of armor increases the user’s Swim proficiency by
1, up to 6.
Higher Levels. At 3rd level, this armor increases the
user’s Swim proficiency by 2, up to 6. At 4th level, it
increases by 3, up to 6. As an artifact, the wearer's Swim
proficiency becomes 6.
Aetherite. Varies.
Description. This full suit of armor grants the user resistance to any one
damage type except fatigue,
physical, or true. The damage type resisted depends on the Aetherite used. Higher Levels. At 3rd level, this armor grants resistance
to any two damage types that are
not fatigue, physical, or true. At 4th level this
armor grants resistance to any three
damage types that are not fatigue, physical,
or true. As an artifact,
this armor grants a +2 bonus to the user’s Armor score and resistance
to any four damage types that are
not fatigue, physical, or true.
Aetherite. Space.
Description. These boots allow the user to walk normally on water; if the
waters are rough, then they are considered difficult terrain.
Higher Levels. At 3rd level, rough waters are no longer considered
difficult terrain.
Aetherite. Magic or Space.
Description. These gloves allow the user to climb up vertical and upside-down
surfaces at their walking speed without fear of falling.
Aetherite. Space.
Description. This helm allows the user to breathe dangerous gases and vapors
safely.
Higher Levels. At 3rd level, it also allows one to breathe underwater.
3rd Level
Aetherite. Magic and Light.
Description. This helmet protects the user’s mind from outward
assault, increasing their Willpower
score by 1.
Higher Levels. At 4th level, the bonus to the user’s
Willpower score increases to 2.
As an artifact, the user’s
Willpower score increases by 3 and
they automatically succeed on any
Willpower save with a DR of
< 20.
4th Level
Aetherite. Any.
Description. This shield grants resistance
to any damage dealt by spells, and advantage on any save against
spells and their effects. If the Aetherite used to make the shield is of
the opposing type as the origin of the spell, the spell deals no
damage against the user, and the user automatically succeeds on any
save(s) the spell might require.
Higher Levels. As an artifact, this shield grants total
immunity against all spells that cost < 4 Mana and is able
to protect one creature of the same or smaller Size than the user that
is adjacent to them, granting that creature the benefits of the 4th
level version of this shield.
Weapons
Most every enchanted weapon can actually take the form of any weapon regardless
of the name, e.g. a Biting Blade does not need to be a blade but can be any weapon. This
does not mean that the weapon changes shape on command, just that when the GM decides to
place a weapon in their world, it can be any kind of weapon that they desire.
1st Level
Aetherite. Light.
Description. This weapon sheds bright light in a 10m radius and dim light
for another 10m, (de)activating at the user’s discretion.
Higher Levels. At 2nd level, it sheds 15m of bright and dim light;
at 3rd level it sheds 30m of bright and dim light; at 4th level,
50m of each; and as an artifact, it sheds 100m of
bright and dim light, causes all creatures except the user within 10m
of it to be blinded, and
deals 1 extra damage die of burn damage.
2nd Level
Aetherite. Space.
Description. This weapon has 4 charges and can expend 1 charge
to teleport the user to any unoccupied space they can see within
5m using 1 second. It regains 1d4 charges at midnight.
Higher Levels. At 3rd level, the number of charges
increases to 6, the range increases to 10m, and the number of
charges regained becomes 1d4+1. At 4th level, the number of
charges increases to 8, the range of the teleport increases to
20m, and the number of charges regained becomes 1d6+2. As an
artifact, it has 12 charges, the range is 30m, and it
regains 1d8+4 charges at midnight.
Aetherite. Space.
Description. This weapon, when thrown, instantly reappears in
the user’s grasp so long as they remain within 20m of it.
Higher Levels. At 3rd level, it reappears as long as the
user is within 50m. At 4th level, it reappears within
200m. As an artifact, it returns to the user so long as
it is within 1km of them.
Aetherite. Light.
Description. This weapon becomes awash in flame at the user’s
command, shedding bright light in a 3m radius and dim light for
an extra 3m, and dealing an extra 1d6 burn damage with each strike.
Higher Levels. At 3rd level, this weapon deals 2d6 burn
damage on every strike and sheds 6m of bright and dim light. At
4th level, it deals 3d6 burn damage and sheds 10m of bright
and dim light. As an artifact, it deals 4d8 extra burn damage
and sheds 15m of bright and dim light.
Aetherite. Any.
Description. This enchant has 5 Mana at its disposal and can use
that Mana to cast spells from the
Elemancer spell list of the same
type of Aetherite that was used to make it, with an Elemancy proficiency of 2.
At the GM’s discretion, it may regain all of its expended Mana at midnight every
day, or it may be a single-use item. The user knows which it is when they attune to
it.
Higher Levels. At 3rd level, it has 10 Mana at its disposal and an
Elemancy proficiency of 3; at 4th level, 17 Mana and 4 proficiency; as an
artifact, it has 25 Mana stored within it and an Elemancy proficiency of 5.