Crafting

Alchemy
With alchemy, you can craft potions of power. Each potion cost 25 gold in reagents. A potion may be used as a minor action.

Name Effect
Healing Heals One-quarter of total hit points.
Magic Refreshment Restores 25 points of Stamina and feeds you for 3 days.
Breathe Fire Breathe fire for three rounds, each time working as a cone attack of your choice, dealing 5d10 fire damage.
Elemental Protection Effect: Gain 15 resistance against a chosen element. This element is chosen upon drinking the potion. This effect last until the end of the encounter.
Fear No Elements Effect: Gain immunity from the harsh weather effects of a given prime material or demiplane for one week.
Heroism Effect: The user gains temporary hit points equal to 25 + one quarter your total hit points. Until the user loses as many temporary hit points as he or she gained from this power, the target adds your Charisma modifier to damage rolls and can’t be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.
Water Breathing Effect: Breath underwater for 24 hours.
Giant Strength Effect: First, gain a +6 to your strength score for the remainder of the encounter. Secondly, gain an effective 40 strength to determine ability checks, maximum lift, and carrying capacity.

Enchantment: Magus’ Armaments of Power
The following below are powers that allow the user to craft magical implements of power. These items cost 25,000 gold each to craft and can normally go for twice as much on the market. All implementss are treated as magical weapons, which bear a +3 magical enchantment to attack and damage rolls.

Name Effect
Rod of the Old Gods Spells that deal psychic damage inflict a -2 penalty to attack rolls and inflict Blindness until the end of your next turn.
Luminary Orb Property: Illuminates the area with golden light within a Far range. Undead and Infernals in range of the light take 1d10 radiant damage at the start of their round.
Elder Wand On the beginning of your turn, regain 20 stamina once every three rounds.
Wand of Fireballs You gain an encounter power that reads: “Launch a green streak of light that detonates at your intended location, then explodes with flame in a low roar.” Ranged AoE; Long range; +5 vs. Reflex; Deal half damage on a miss; 6d10 fire damage. Recharge on a 5 and 6.
Rod of Command You gain an encounter power that reads: “Transfix a target opponents mind to fight for you.” Ranged single target; Long range; +5 vs. Will; Opponent is under your control and fights for you until it makes three successful saves.
Rod of Lordly Might Increase the damage dice of spells by two. Gain a +2 bonus to AC and Reflex defense.
Orb of Knowledge Gain one power with one optional spell effect of your choice that you must craft into a power.
Book of the Damned Property: User becomes undead. Half of spell damage dealt is applied to you as healing. Cannot cast Radiant spells.

Enchantment: Adornment of Power
The following below are powers that allow the user to craft magical rings and amulets of power. These items cost 25,000 gold each to craft and can normally go for twice as much on the market. All magical rings grant a +3 enhancement bonus to Fort, Reflex, and Will defenses.

Name Effect
Ring of Protection Gain a +2 item bonus towards all your defenses and a +1 item bonus towards your saving throws. Once an encounter as an immediate interrupt to taking damage, take 0 damage instead for two rounds.
Ring of Freedom Gain a +5 save bonus to Immobilized, Restrained, or Slowed conditions. You can also move across difficult terrain as if it was normal.
Ring of the Dwarf Lords First, gain 10 to maximum hit points. Secondly, gain your constitution bonus as a bonus towards your saving throws vs. poison, disease, daze, and stunned conditions.
Ring of Invisibility Become invisible.
Ring of Regeneration Gain regeneration 10.
Ring of True Seeing You can see the invisible and illusions. You can ignore penalties for concealment and total concealment.
Ring of Wizardry Regain all your stamina points as a free action. This can be activated once an encounter.
Ring of Shooting Stars You can teleport to Medium range at-will. You gain an encounter power that reads: “Open up a void in the air and spray an area with magical falling shooting stars.” Ranged AoE; Long range; +5 vs. Reflex; Deal half damage on a miss; 3d10 fire damage. 3d10 radiant damage.

Enchantment: Weaving Nature’s Power
The following below are powers that allow the user to craft magical weapons and armor of power that are made primarily from cloth, leather, or wood. These items cost 25,000 gold each to craft and can normally go for twice as much on the market. All Natural Weapons are treated as magical weapons, which bear a +3 magical enchantment to attack and damage rolls. Magical ammunition carry no such bonuses. Magical armor carry a +3 enhancement bonus to AC.

Name Effect
Cloak of Resistance Daily power. Minor action: Gain resistance 30 towards one element of your choice.
Stormwalker’s Cloak Gain resistance 25 to Lightning, & Thunder. Deal an extra 1d8 lighting damage to enemies that start their turn Close range to you.
Cloak of Mists Standard action: Turn into a gaseous form. While in this form, you cannot attack. You become insubstantial with a double movement bonus and Fly.
Guildmater’s Gloves Grants a +5 power bonus to Thievery.
Shadowfell Gloves Minor action: Gloves create a magical black vortex 2’ feet wide that can hold up to 1,000 pounds stored inside.
Boots of Spider Climb Move on any surface, including walk on walls.
Boots of Striding and Sprinting Grants a +5 power bonus to Acrobatics. Move two range increments as a move action.
Wavestrider Boots Walk on water. Surf with an acrobatics check DC 15.
Catstep Boots Gain a +5 power bonus to stealth.
Winged Boots Fly at-will. If you take an attack action while flying, descent harmlessly to the ground.
Elven Cloak Grants a +3 bonus to stealth. 2 Set bonus: Gain a +1 bonus to AC
Elven Boots Grants a +3 bonus to stealth. 2 Set bonus: Gain a +1 bonus to Reflex.
Cloak of the Magi Gain resistance 15 to Fire, Cold, Lightning, & Thunder. 3 Set bonus: Gain a +4 to Damage rolls.
Raiment of the Magi 3 Set bonus: Gain a +1 to AC.
Staff of the Magi Magical weapon. You gain an encounter power that reads: “Empower a spell with awesome force.” Personal Reaction; Close range; Minor action: On your next Non-martial ability cast, increase the dice of damage by 4. 3 Set bonus: Gain a +1 to attack rolls.
Leaflet Bow Magical weapon. Property: Deal an extra 4 poison damage per shot. Once a day, create 2d8 goodberries that each act as an individual meal.
Silver Bow Magical weapon. Property: You fire off Radiant damage arrows made of light.
Zelphan’s Bow Magical weapon. Property: Increase critical chance by 2. Effect: Gain 1d20 gold per enemy struck times their level. You only gain gold once per opponent and only if they pose a threat. On a critical hit, gain an extra 10d100 gold.
Darkseed Bow Magical weapon. Property: Heal an extra 1d6+4 per shot.
Displacer Armor Magical hide armor. Property: Enemies take a -2 penalty to their attack rolls and -2 penalty to each their damage dice with all single target attacks made against you.
Legendary Game Armor Magical hide light armor. Property: Treat as chain mail armor with no penalty.
Enchanted Dragonscale Mail Magical scale mail heavy armor. Property: Treat as plate mail armor with no penalty.
Royal Padded Garb Magical leather armor. Property: Gain the benefits of the enchantment power Good Hope at all times.

Enchantment: Armaments of Power
The following below are powers that allow the user to craft magical weapons and armor of power that are primarily constructed of forged metals. These items cost 25,000 gold each to craft and can normally go for twice as much on the market. All Metal Armaments are treated as magical weapons, which bear a +3 magical enchantment to attack and damage rolls. Magical gauntlets may be treated as a Mace when used to attack with the off-hand property.

Name Effect
Berserker Weapon Magical weapon. Property: Melee only. Gain a +2 bonus to attack and damage rolls, 5 resist all damage, and a -5 penalty to all defenses.
Dancing Weapon Magical weapon. Property: Melee only. You can deliver basic attacks and attack powers through the dancing weapon as if you were holding it yourself (including all attack and damage modifiers you’d normally apply). A dancing weapon cannot make opportunity attacks. Except during brief moments when it is attacking, a dancing weapon remains in your space, even if you move away or are teleported. It automatically resists any attempts by other creatures to take hold of it. Sustain Minor: The sword continues to hover and fight near you until the end of your next turn.
Slayer Weapon Magical weapon. Property: This weapon is created to slay a creature type, such as undead, aberration, magical, construct, dragon, demihuman, and so on. Minor Action. Your next attack with this weapon against the designated creature type, if made before the end of your turn, gains a +3 power bonus to the attack roll and automatically ignores any resistance the creature has.
Flaming Weapon Magical weapon. Property: A flaming weapon deals an extra 1d6 fire damage with any Melee Martial attack. Free Action: Convert all your physical damage to fire damage. Minor Action: Use this power before you hit with the weapon. Deal an extra 1d6 fire damage, and the target takes ongoing 10 fire damage (save ends).
Frost Weapon Magical weapon. Property: A frost weapon deals an extra 1d8 cold damage with any Melee Martial attack. Free Action: Convert all your physical damage to cold damage. Minor Action: Use this power before you hit with the weapon. The target takes an extra 1d8 cold damage and is slowed until the end of your next turn.
Lightning Weapon Magical weapon. Property: A lightning weapon deals an extra 1d10 lightning damage with any Melee Martial attack. Free Action: Convert all your physical damage to lightning damage. Minor Action: Deal 1d10 + Strength/Dexterity modifier damage to all enemies within Close range (auto-hit).
Thundering Weapon Magical weapon. Bludgeon weapon only. Property: A thundering weapon deals an extra 2d10 thunder damage with any Melee Martial attack. Minor Action: All enemies within Close range (auto-hit) take a -2 penalty to attack rolls and all defenses.
Radiant Weapon Magical weapon. Property: A radiant weapon deals an extra 1d10 radiant damage with any Melee Martial attack. Free Action: Convert all your physical damage to radiant damage. Minor Action: You and each ally within Close and Medium range of you gain a +2 power bonus to Fortitude, Reflex, and Will defenses until the end of your next turn.
Vampiric Weapon Magical weapon. Slashing weapon only. Property: Attacks made with this weapon against living creatures heal 10 hit points. Free Action: Convert all your physical damage to necrotic damage. Minor Action: All Close range enemies take 5 necrotic damage, and you heal 5 points per victim.
Wizardry Weapon Magical weapon. Property: Consume 5 less points of stamina per ability used.
Vorpal Blade Magical weapon. Requirement: Heavy blade or Axe only. Property: Deal 3x damage with any critical hit. Enemies dropped to 0 hit points lose their heads (ignores death and dying rules). Minor Action: Deal an extra 3 + Strength/Dexterity modifier damage as bleed damage. This continues on for 2d8 rounds or until healed.
Dwarven Furnace Magical plate mail heavy armor. Active: In five minutes, the armor may transform into a cooking and smelting furnace that is powered by the elemental plane of fire. Property: Armor gains 30 damage resistance against cold and fire. Armor penalty increases by 2.
White Mithril Mail Magical plate mail heavy armor. Treat as plate mail armor with no penalty.
Black Adamant Mail Magical plate mail heavy armor. Treat as Warplate armor. Armor penalty increases by 2.
Coat of Arms: War Magical chain mail heavy armor. Property: Fast healing 5 and +2 power bonus to Intimidate checks.
Coat of Arms: Chaos Magical chain mail heavy armor. Property: 10 damage aura (close) and +2 power bonus to Bluff checks.
Coat of Arms: Peace Magical chain mail heavy armor. Property: Add 5 points to any healing done and +2 power bonus to Religion checks.
Coat of Arms: Justice Magical chain mail heavy armor. Property: Damage resistance 5 (all) and +2 power bonus to Diplomacy checks.

Crafting

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