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<blockquote data-quote="Nightcloak" data-source="post: 2144249" data-attributes="member: 23862"><p><strong> Socket Magic Items </strong> </p><p></p><p>During the second age of the Ancient World the elven nation of Sylvystaar worked with the gnomes of Silverwood and Rockwood to create a new magic item. The elves knew that a great war would come and the Titans to the east with the giants and their hordes to the north would eventually crush them. They wanted versatility for the vast hordes they would have to face. The prospect of magical powers and summoned outsiders just added to the elves concern. </p><p></p><p>Versatility. Something new. How do you "Engineer" magic? </p><p></p><p>The gnomes were consulted and their best wizards, sorcerers, alchemists, and engineers journeyed to Syl-Mar. The gnomes worked with the elves for years at Syl-Mar with various results (Faeditoas, elvish for 'hail of pink bubbles', is an annual celebration in Syl-Mar on the 6th day of the Vine that commemorates one of the more 'glorious' failures). Finally, a new class of magic items was born. The new magic items came in two parts, a standard item with a socket for gems to fit into and the gems themselves. The 'standard item' was an enchanted weapon, shield, amulet, or bracer. The gems would carry a special power that it would give to the item it was 'locked' into. When the special power provided by the gem was no longer useful, a magic word would release the gem. The user could then lock another gem with a more useful ability into the item. Gnomes and elves were equally impressed and creation of these items began. </p><p></p><p>The use of socket items during the Titan War is documented in the history books and the defence of Sylvystaar, Silverwood, and Rockwood will not be repeated. However, it is important to note that they were successful and the new items did not go unnoticed. Soon, socketed magic items appeared in Aleraek, Scorlun, Lokimstrom, Silver Spires, Adreran, and the Cedonian Empire. However, the mages of these regions could not discover the one secret of the elven and gnomish originals - the encoded magic word to release a locked gem. The burst of copies was short lived. The merchant princes of Adreran were dissatisfied with 'cheap copies'. The noble houses of Scorlun wanted real weapons with 'artistic' character to hang their dynasties on. As all things magical, new fads provided entertainment to the tower barons of Silver Spires. Finally, as all things in Cedonia, their culture vanished when Ru invaded during the first century of the current era. A few still practice socket creation in Aleraek and Lokimstrom to this day. </p><p></p><p>The Elves of Sylvystaar stopped their creation of original socket items in the sixth century after the necromancers of Ru were completely driven from Cedonia. It is assumed that the destruction of so much woodland during the battles with Ru and the following shrinking of Sylvystaar into smaller [communities] caused a total refocus of the elves living in the region. Some sages speculate that the secrets were lost, but that seems unlikely since a few elven houses in the Silver Wood and Rockwood still create originals.</p><p></p><p>*****</p><p></p><p>The gems come with various enchantments; each is listed with the special power it provides to the weapon, shield, or bracer it is 'locked' into. For ease, a listing of modifiers is provided. The modifiers are bonuses and follow the format used in the DM's guide (page 180 and 184). A socket item itself has a market modifier of +1. If it can release it's gem is has an additional market modifier of + l (or +2 total). A gem can be bought or sold by using it's modifier as abase and consulting the charts in the DM's Guide. A socket item that is already assembled and does NOT release its gem is considered complete and there is no market modifier for it beyond the items cost plus the gems modifier. </p><p></p><p>Example: A plus one long sword normally costs 2,000 GPs (plus the masterwork sword), a socket long sword would cost 8,000 GPs and one that has the power to release it's own gem is 18,000 GPs. If you buy an enchanted black agate it would cost you 2,000 GPs. If the black agate was already in the sword and this sword cannot unlock its gem it would cost 8,000 GPs (like a normal enchanted weapon). If you bought the better sword with the black agate it would cost you 20,000 GPs (18,000 GPs for the sword + 2,000 GPs for the gem). </p><p></p><p>'Modem' socket items do not have a magic word that will release the gem once it is locked into the item. Originals do have a magic word but finding that magic word is another story. Most have been lost to time and tragedy. Research and spells are the most used means of discovering a forgotten magic word. Sometimes, a previous owner or the family can provide the answer. Well schooled individuals may recall reading about the item in question, but the number of originals make this difficult even if the weapons origins can be properly identified (Knowledge Arcana check at DC20 to identify a socket item as an original, DC30 to identify the origin of an item, and DC35 to know the magic word). </p><p></p><p>***** </p><p></p><p>Note to players and DM's playing with socket items. </p><p>Want to use socket items but the market cost is to high for the current party level. Just insert an item with a releasable gem into your next hoard but don't provide the magic word to release it. The party can't possible identify the item themselves thus making it like the less expensive non-releasable version. After a few quests the party is now higher in level and ready to find the magic word and own a powerful magic item (or maybe to find the magic word was the quest! </p><p></p><p>Players beware! Unscrupulous merchants may try to sell of a non-releasable item for one that is releasable. Always get the item identified first.</p><p></p><p></p><p><span style="font-size: 12px">Description of gems for Socket Items and their market value (modifier) </span> </p><p></p><p><strong><u>Type of Gem…………………Amulet…………………Bracers Modifier………………..Price Modifier </u> </strong> </p><p></p><p>Agate, Black ………...plus 2 enhancement to Wis ……..Acid Resistance 5 ……………………...1 </p><p>Amethyst, Veined ….plus 2 enhancement to Dex …..plus 1 to saving throws ………………..1 </p><p>Archon's Tear ………[sub]plus 2 enhancement to DC of Spells[/sub]… Spell Resistance 15 ………………….....3 </p><p>Diamond, Perfect …..plus 2 to all saving throws ……..Damage reduction 2/- …………………2 </p><p>Hellstone …………..[sub]plus 2 enhancement to DC of Spells [/sub]…..Spell Resistance 15 ………………….....3 </p><p>Moonstone, Pale ………..Ghost Touch spells ………Cast Mage Hand (3/day)……………….....1 </p><p>Opal, Fire ………….....plus 2 enhancement to Str …..Fire Resistance 5.....……………………..1 </p><p>Quartz, Jagged ……..plus 2 enhancement to Cha ……Sonic Resistance 5...……………………1 </p><p>Sapphire, Blue ……....plus 2 enhancement to Con ……Cold Resistance 5...…………………….1 </p><p>Topaz, Blue ……….....plus 2 enhancement to Int ……Electric Resistance 5...…………………1 </p><p></p><p></p><p><strong><u>Type of Gem…………………Armor…………………………Weapon..………………..Price Modifier </u> </strong> </p><p>Agate, Black………….......Acid Resistance 5 …………..adds 1 d6 Acid damage………………….1 </p><p>Amethyst, Veined.…Increases Armor Bonus by 1...Increases Weapon Bonus by 1…………1 </p><p>Archon Tear…………. [sub]Protection from Evi110' Radius[/sub] ….adds 2d6 Holy damage …………………....3 </p><p>Diamond, Perfect …….Fortification (50% chance)……Keen or Impacting……………………....2 </p><p>Hellstone……………...[sub]Protection from Good 10' Radius [/sub] ……adds 2d6 Unholy damage……………...3 </p><p>Moonstone, Pale ……….....Ghost Touch ………………..Ghost Touch ………………………..........1 </p><p>Opal, Fire……………….......Fire Resistance 5………….adds 1d6 Fire damage………………….....1 </p><p>Quartz, Jagged ……….....Sonic Resistance 5.………adds 1 d6 Sonic damage.………………...1 </p><p>Sapphire, Blue ………......Cold Resistance 5.…………adds 1d6 Cold damage.……………….....1 </p><p>Topaz, Blue ………….......Electric Resistance 5 …….adds 1 d6 Electric damage……………...1 </p><p></p><p>NOTES: </p><p>Ghost Touch Spells allows a spell caster to cast spells that have the "Ghost Touch" ability and target incorporeal creatures normally by sacrificing a spell slot of the same level as the spell cast. </p><p></p><p>Mage Hand is cast as if the caster was a 6th level Sorcerer. </p><p></p><p>Increased weapon and armor bonuses increase the natural bonus of the weapon or armor and stack with other bonuses. </p><p></p><p>Archon’s Tear and Hellstones have an alignment. If an opposing alignment handles the planar gem in question or an item it is attached to, then he loses one level until he discards the item or gem.</p></blockquote><p></p>
[QUOTE="Nightcloak, post: 2144249, member: 23862"] [B] Socket Magic Items [/B] During the second age of the Ancient World the elven nation of Sylvystaar worked with the gnomes of Silverwood and Rockwood to create a new magic item. The elves knew that a great war would come and the Titans to the east with the giants and their hordes to the north would eventually crush them. They wanted versatility for the vast hordes they would have to face. The prospect of magical powers and summoned outsiders just added to the elves concern. Versatility. Something new. How do you "Engineer" magic? The gnomes were consulted and their best wizards, sorcerers, alchemists, and engineers journeyed to Syl-Mar. The gnomes worked with the elves for years at Syl-Mar with various results (Faeditoas, elvish for 'hail of pink bubbles', is an annual celebration in Syl-Mar on the 6th day of the Vine that commemorates one of the more 'glorious' failures). Finally, a new class of magic items was born. The new magic items came in two parts, a standard item with a socket for gems to fit into and the gems themselves. The 'standard item' was an enchanted weapon, shield, amulet, or bracer. The gems would carry a special power that it would give to the item it was 'locked' into. When the special power provided by the gem was no longer useful, a magic word would release the gem. The user could then lock another gem with a more useful ability into the item. Gnomes and elves were equally impressed and creation of these items began. The use of socket items during the Titan War is documented in the history books and the defence of Sylvystaar, Silverwood, and Rockwood will not be repeated. However, it is important to note that they were successful and the new items did not go unnoticed. Soon, socketed magic items appeared in Aleraek, Scorlun, Lokimstrom, Silver Spires, Adreran, and the Cedonian Empire. However, the mages of these regions could not discover the one secret of the elven and gnomish originals - the encoded magic word to release a locked gem. The burst of copies was short lived. The merchant princes of Adreran were dissatisfied with 'cheap copies'. The noble houses of Scorlun wanted real weapons with 'artistic' character to hang their dynasties on. As all things magical, new fads provided entertainment to the tower barons of Silver Spires. Finally, as all things in Cedonia, their culture vanished when Ru invaded during the first century of the current era. A few still practice socket creation in Aleraek and Lokimstrom to this day. The Elves of Sylvystaar stopped their creation of original socket items in the sixth century after the necromancers of Ru were completely driven from Cedonia. It is assumed that the destruction of so much woodland during the battles with Ru and the following shrinking of Sylvystaar into smaller [communities] caused a total refocus of the elves living in the region. Some sages speculate that the secrets were lost, but that seems unlikely since a few elven houses in the Silver Wood and Rockwood still create originals. ***** The gems come with various enchantments; each is listed with the special power it provides to the weapon, shield, or bracer it is 'locked' into. For ease, a listing of modifiers is provided. The modifiers are bonuses and follow the format used in the DM's guide (page 180 and 184). A socket item itself has a market modifier of +1. If it can release it's gem is has an additional market modifier of + l (or +2 total). A gem can be bought or sold by using it's modifier as abase and consulting the charts in the DM's Guide. A socket item that is already assembled and does NOT release its gem is considered complete and there is no market modifier for it beyond the items cost plus the gems modifier. Example: A plus one long sword normally costs 2,000 GPs (plus the masterwork sword), a socket long sword would cost 8,000 GPs and one that has the power to release it's own gem is 18,000 GPs. If you buy an enchanted black agate it would cost you 2,000 GPs. If the black agate was already in the sword and this sword cannot unlock its gem it would cost 8,000 GPs (like a normal enchanted weapon). If you bought the better sword with the black agate it would cost you 20,000 GPs (18,000 GPs for the sword + 2,000 GPs for the gem). 'Modem' socket items do not have a magic word that will release the gem once it is locked into the item. Originals do have a magic word but finding that magic word is another story. Most have been lost to time and tragedy. Research and spells are the most used means of discovering a forgotten magic word. Sometimes, a previous owner or the family can provide the answer. Well schooled individuals may recall reading about the item in question, but the number of originals make this difficult even if the weapons origins can be properly identified (Knowledge Arcana check at DC20 to identify a socket item as an original, DC30 to identify the origin of an item, and DC35 to know the magic word). ***** Note to players and DM's playing with socket items. Want to use socket items but the market cost is to high for the current party level. Just insert an item with a releasable gem into your next hoard but don't provide the magic word to release it. The party can't possible identify the item themselves thus making it like the less expensive non-releasable version. After a few quests the party is now higher in level and ready to find the magic word and own a powerful magic item (or maybe to find the magic word was the quest! Players beware! Unscrupulous merchants may try to sell of a non-releasable item for one that is releasable. Always get the item identified first. [SIZE=3]Description of gems for Socket Items and their market value (modifier) [/SIZE] [B][U]Type of Gem…………………Amulet…………………Bracers Modifier………………..Price Modifier [/U] [/B] Agate, Black ………...plus 2 enhancement to Wis ……..Acid Resistance 5 ……………………...1 Amethyst, Veined ….plus 2 enhancement to Dex …..plus 1 to saving throws ………………..1 Archon's Tear ………[sub]plus 2 enhancement to DC of Spells[/sub]… Spell Resistance 15 ………………….....3 Diamond, Perfect …..plus 2 to all saving throws ……..Damage reduction 2/- …………………2 Hellstone …………..[sub]plus 2 enhancement to DC of Spells [/sub]…..Spell Resistance 15 ………………….....3 Moonstone, Pale ………..Ghost Touch spells ………Cast Mage Hand (3/day)……………….....1 Opal, Fire ………….....plus 2 enhancement to Str …..Fire Resistance 5.....……………………..1 Quartz, Jagged ……..plus 2 enhancement to Cha ……Sonic Resistance 5...……………………1 Sapphire, Blue ……....plus 2 enhancement to Con ……Cold Resistance 5...…………………….1 Topaz, Blue ……….....plus 2 enhancement to Int ……Electric Resistance 5...…………………1 [B][U]Type of Gem…………………Armor…………………………Weapon..………………..Price Modifier [/U] [/B] Agate, Black………….......Acid Resistance 5 …………..adds 1 d6 Acid damage………………….1 Amethyst, Veined.…Increases Armor Bonus by 1...Increases Weapon Bonus by 1…………1 Archon Tear…………. [sub]Protection from Evi110' Radius[/sub] ….adds 2d6 Holy damage …………………....3 Diamond, Perfect …….Fortification (50% chance)……Keen or Impacting……………………....2 Hellstone……………...[sub]Protection from Good 10' Radius [/sub] ……adds 2d6 Unholy damage……………...3 Moonstone, Pale ……….....Ghost Touch ………………..Ghost Touch ………………………..........1 Opal, Fire……………….......Fire Resistance 5………….adds 1d6 Fire damage………………….....1 Quartz, Jagged ……….....Sonic Resistance 5.………adds 1 d6 Sonic damage.………………...1 Sapphire, Blue ………......Cold Resistance 5.…………adds 1d6 Cold damage.……………….....1 Topaz, Blue ………….......Electric Resistance 5 …….adds 1 d6 Electric damage……………...1 NOTES: Ghost Touch Spells allows a spell caster to cast spells that have the "Ghost Touch" ability and target incorporeal creatures normally by sacrificing a spell slot of the same level as the spell cast. Mage Hand is cast as if the caster was a 6th level Sorcerer. Increased weapon and armor bonuses increase the natural bonus of the weapon or armor and stack with other bonuses. Archon’s Tear and Hellstones have an alignment. If an opposing alignment handles the planar gem in question or an item it is attached to, then he loses one level until he discards the item or gem. [/QUOTE]
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