×   Part 7: Aether Aether Alchemy Concoctions and Enchants Relics The Planes
Iron & Aether
← Prev
Table of Contents
Next →
Part 7: Aether   ☰

Concoctions and Enchants

Concoctions

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.

Duration. Weak, 1 hour; moderate, 8 hours; strong, 24 hours; exceptional, 6 days.

Price. Weak, 25A; moderate, 100A; strong, 250A; exceptional, 500A.


Aetherite. Light and Dark

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.

Duration. Weak, 10 minutes; moderate, 1 hour; strong, 8 hours; exceptional, 24 hours.

Price. Weak, 25A; moderate, 100A; strong, 250A; exceptional, 500A.


Aetherite. Space or Magic.

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.

Duration. Weak, 10 minutes; moderate, 1 hour; strong, 8 hours; exceptional, 24 hours.

Price. Weak, 50A; moderate, 125A; strong, 250A; exceptional, 500A.


Aetherite. Magic and Light

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.

Duration. Weak, 1 hour; moderate, 8 hours; strong, 24 hours; exceptional, 6 days.

Price. Weak, 50A; moderate, 250A; strong, 500A; exceptional, 2500A.


Aetherite. Magic and Dark

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.

Duration. Weak 1 hour; moderate, 8 hours; strong, 24 hours; exceptional, 6 days.

Price. Weak, 125A; moderate, 250A; strong, 500A; exceptional, 1000A.


Aetherite. Light

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.

Duration. Until doused.

Price.Weak, 25A; moderate, 100A; strong, 250A; exceptional, 500A.


Aetherite. Magic and Dark

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.

Duration. Weak, 1 hour; moderate, 8 hours; strong, 24 hours; exceptional, 6 days.

Price. Weak, 50A; moderate, 250A; strong, 500A; exceptional, 2500A.


Aetherite. Magic or Space.

Description. This brew increases the imbiber’s STR, up to 6, depending on the power of the brew: weak, +.5; moderate, +1; strong, +2; exceptional, +3.

Duration. Weak, 1 hour; moderate, 8 hours; strong, 24 hours; exceptional, 6 days.

Price. Weak, 25A; moderate, 100A; strong, 250A; exceptional, 1000A.


Aetherite. Light

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.

Duration. Weak, 48 hours; moderate, 30 days; strong, 12 months; exceptional, permanent.

Price. Weak, 25A; moderate, 250A; strong, 500A; exceptional, 1000A.


Aetherite. Light

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.

Duration. Weak 1 hour; moderate, 8 hours; strong, 24 hours; exceptional, 6 days.

Price. Weak, 125A; moderate, 250A; strong, 500A; exceptional, 1000A.


Aetherite. Time

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.

Price. Weak, 125A; moderate, 250A; strong, 500A; exceptional, 1000A.

Poisons

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.

Duration. Weak, 1 minute; moderate, 10 minutes; strong, 1 hour; exceptional, 12 hours.

Price.Weak, 25A; moderate, 150A; strong, 500A; exceptional, 1000A.


Aetherite. Dark

Description. This poison causes the victim to be blinded as their eyes become covered in an inky blackness for the duration.

Duration. Weak, 1 hour; moderate, 8 hours; strong, 30 days; exceptional, 360 days.

Price. Weak, 15A; moderate, 250A; strong, 500A; exceptional, 1000A.


Aetherite. Dark

Description. This poison, which causes blood to start pouring from the victim’s ears, causes them to be deafened for the duration.

Duration. Weak, 1 hour; moderate, 8 hours; strong, 24 hours; exceptional, 6 days.

Price. Weak, 25A; moderate, 250A; strong, 500A; exceptional, 1000A.


Aetherite. Soul

Description. This poison causes the victim to become sickened for the duration.

Duration. Weak, 1 hour; moderate, 8 hours; strong, 24 hours; exceptional, 6 days.

Price. Weak, 25A; moderate, 150A; strong, 500A; exceptional, 1000A.


Aetherite. Light and Soul

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.

Duration. Weak, 1 hour; moderate, 8 hours; strong, 24 hours; exceptional, 6 days.

Price. Weak, 50A; moderate, 250A; strong, 750A; exceptional, 2500A.


Aetherite. Soul

Description. This straightforward poison deals varying amounts of poison damage depending on the strength: weak, 2d8; moderate, 4d8; strong, 6d8; exceptional, 8d10.

Duration. Instantaneous.

Price. Weak, 15A; moderate, 150A; strong, 500A; exceptional, 1000A.


Aetherite. Magic or Soul and Dark

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.

Duration. Weak, 8 hours; moderate, 24 hours; strong, 6 days; exceptional, 30 days.

Price. Weak, 50A; moderate, 250A; strong, 500A; exceptional, 1000A.


Aetherite. Magic or Soul and Dark or Space

Description. Lockjaw poison causes the consumer’s jaw to lock into place, rendering them unable to speak, eat, or drink for the duration.

Duration. Weak, 8 hours; moderate, 24 hours; strong, 6 days; exceptional, 30 days.

Price. Weak, 25A; moderate, 250A; strong, 1000A; exceptional, 5000A.


Aetherite. Dark

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.

Duration. Weak, 48 hours; moderate, 30 days; strong, 12 months; exceptional, permanent.

Price.Weak, 25A; moderate, 250A; strong, 500A; exceptional, 1000A.


Aetherite. Soul

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.

Duration. Instantaneous.

Price. Weak, 15A; moderate, 50A; strong, 250A; exceptional, 500A.


Aetherite. Soul or Time

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.

Price. Weak, 250A; moderate, 500A; strong, 1000A; exceptional, 2500A.


Aetherite. Soul and Dark

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.

Duration. Weak, 24 hours; moderate, 6 days; strong, 15 days; exceptional, 30 days.

Price. Weak, 25A; moderate, 250A; strong, 500A; exceptional, 1000A.


Aetherite. Soul

Description. This poison causes the victim to become paralyzed for the duration.

Duration. Weak, 1 hour; moderate, 8 hours; strong, 24 hours; exceptional, 6 days.

Price. Weak, 25A; moderate, 250A; strong, 500A; exceptional, 1000A.


Aetherite. Soul and Dark or Time

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.

Duration. Weak, 360 days; moderate, 5 years; strong, 25 years; exceptional, 100 years.

Price. Weak, 500A; moderate, 1000A; strong, 5000A; exceptional, 10000A.

Potions


Aetherite. Soul

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.

Duration. Instantaneous.

Price. Weak, 25A; moderate, 150A; strong, 500A; exceptional, 1000A.


Aetherite. Soul

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.

Duration. Instantaneous.

Price. Weak, 25A; moderate, 150A; strong, 500A; exceptional, 1000A.


Aetherite. Soul

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.

Duration. Instantaneous.

Price. Weak, 15A; moderate, 50A; strong, 250A; exceptional, 1000A.


Aetherite. Any

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.

Duration. Instantaneous.

Price. Weak, 10A; moderate, 75A; strong, 250A; exceptional, 500A.


Aetherite. Soul

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.

Duration. Instantaneous.

Price. Weak, 15A; moderate, 100A; strong, 300A; exceptional, 750A.


Aetherite. Soul

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.

Duration. Instantaneous.

Price. Weak, 15A; moderate, 100A; strong, 300A; exceptional, 750A.


Aetherite. Any

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.

Duration. Instantaneous.

Price. Weak, 10A; moderate, 50A; strong, 250A; exceptional, 500A.

Enchants

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.


Aetherite. Light.

Description. This cowl gives the user infrared vision.

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.