WondersThe wonders of magic and technology reach far and wide, touching every realm of mortal existence in this modern age. Adventurers see this more than most, perhaps due to the reality that their world consists of going to places where magic is stronger and more keenly felt than in the safe, civilized place where most people spend their days. To aid in their perilous journeys, adventurers outfit themselves with all manner of enchanted gear, from deadly weapons to shining armor to dazzling trinkets of arcane make.
Detailed in this section are many of the wonders a hero may come across during their journey, treasures which may be salvaged from ruins, taken from the body of a defeated enemy, or offered as payment for a job well done. |
AccessoriesBelts, boots, cloaks, rings, and other enchanted apparel that gives a boon for as long as it is worn.
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Alchemy ItemsA variety of wondrous elixirs, salves, and poultices that give a powerful advantage when consumed.
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TrinketsOdds and ends, typically with utilitarian uses to help adventurers achieve their goals or pull through in a tight spot.
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Wondrous ArmorEnchanted by magic, these suits of armor offer powerful defense and useful tools to their wearer.
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Wondrous ArmsArmaments imbued with powerful magic to make them more effective in battle. Adventurers prize treasures such as these.
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Attunement
Most Wondrous Items require a certain resonance with their owner in order to properly function; without a commitment of focus and energy on behalf of their owner, the items described here are little more than interesting curios. The more powerful an item, the more energy required to keep its power active.
The internal energy that must be committed to sustaining a Mysterious Item is known as Attunement. Each character has an amount of Attunement equal to their Awareness + Charisma. Points of Attunement dedicated to one item cannot be dedicated elsewhere until a character has de-attuned to that item, freeing up his points for dedication elsewhere.
Characters may attune or de-attune to one item during a Short Rest and any number of items during a Full Rest. Attuning to an item looks different for each item. For an enchanted blade, it may mean swinging the sword around a bit, getting a feel for it's heft and weight. For an enchanted jewel, one may need to examine it closely, viewing every facet under the light. A medallion may require quiet contemplation of its past, present, and future. Whatever the method (as determined by the GM), a character must take time to Attune to an item before it can be used.
Example: Kristof has 4 Attunement and owns 3 Wondrous Items: a sword (2 Attunement), a ring (1 Attunement), and a bow (3 Attunement). He doesn’t have enough Attunement to keep all 3 items active at once (that would require 6 Attunement). In addition to the sword, ring, or bow alone, he can attune to the sword and ring (3 Attunement) or the ring and bow (4 Attunement).
The internal energy that must be committed to sustaining a Mysterious Item is known as Attunement. Each character has an amount of Attunement equal to their Awareness + Charisma. Points of Attunement dedicated to one item cannot be dedicated elsewhere until a character has de-attuned to that item, freeing up his points for dedication elsewhere.
Characters may attune or de-attune to one item during a Short Rest and any number of items during a Full Rest. Attuning to an item looks different for each item. For an enchanted blade, it may mean swinging the sword around a bit, getting a feel for it's heft and weight. For an enchanted jewel, one may need to examine it closely, viewing every facet under the light. A medallion may require quiet contemplation of its past, present, and future. Whatever the method (as determined by the GM), a character must take time to Attune to an item before it can be used.
Example: Kristof has 4 Attunement and owns 3 Wondrous Items: a sword (2 Attunement), a ring (1 Attunement), and a bow (3 Attunement). He doesn’t have enough Attunement to keep all 3 items active at once (that would require 6 Attunement). In addition to the sword, ring, or bow alone, he can attune to the sword and ring (3 Attunement) or the ring and bow (4 Attunement).
Upgrading Wonders
Most Wonders can be upgraded by any character with the Craft Asset, provided they have enough downtime between adventures (a single upgrade can takes several days) and the proper tools. Most wonders top out at Rank 5.
Every upgrade costs
However, increasing a wondrous item's Rank by 1 also increases its Attunement by 1. Players should be careful not to upgrade their items so far as to make them unusable due to high Attunement.
Every upgrade costs
However, increasing a wondrous item's Rank by 1 also increases its Attunement by 1. Players should be careful not to upgrade their items so far as to make them unusable due to high Attunement.