I'm working on the enchantment system for my Nexus D20 system and I wanted to see what you guys thought about it. I am going for a system that the players can be fairly creative in. I don't have the prices for this figured out yet.
Enchantment (Direct, Obvious, Int) Medium Mana, Low Tech, Foci Required
[FONT=Verdana, sans-serif] This is the ability to create magic items. You can take an item and add magical enchantments to it. Some magic items have a bonus on them such as magic weapons. Your skill level determines the initial bonus. Your bonus level also determines the limit of the starting number of features that can be placed on that item. The creation of that item counts as the first feature. Each time a feature is added to an item a roll must be made. If you fail then you can't try again to add that feature for a week. If you botch then you destroy the item. [/FONT]
[FONT=Verdana, sans-serif] Feats for enchantment relating to general attributes instead of specific traits. Enchanters have reason to not always use their most powerful level of their powers since it uses up more materials. The cost for the enchanter is listed based on if enchanting is rare, uncommon, or common. Take the total costs and add them to the base cost of the item. Then add some for profit. Keep in mind if the enchanter is working for a Lord or King then they are provided with the materials but they can't ask for profit. [/FONT]
[FONT=Verdana, sans-serif] Weapons with an extra damage effect such as lightning or fire do extra damage on a successful hit. It does +5 per +1 of the weapon. The damage effects and AP will be listed with the damage type. If the weapon hits then the weapon will do the secondary attack automatically unless the user wills it not to. The secondary weapon's AP may not even be necessary. If the weapon penetrates the skin (ie does any damage) then the AP is total, unless the target has a resistance or immunity to that damage type. If the weapon does not penetrate or it is a touch based attack then the weapon's AP does not combine with the secondary damage effect. So if you hit someone and didn't get through the armor then the effect may do so separately. Somebody could be hit with a club with electrical attack and be wearing an old rain coat that blocks the electrical attack but the DR of the club would still crack their bones. You can't have more then one secondary damage type on an item. So you can't have fire and electrical on the same weapon. [/FONT]
[FONT=Verdana, sans-serif]Savings Throws – If the item forces a save the DC is the bonus x5 +15.[/FONT]
[FONT=Verdana, sans-serif]Trained: You can create a Standard (+1) item (DC 20). [/FONT]
[FONT=Verdana, sans-serif]Focused: You can create a Phenomenal (+2) item (DC 25). -1 error range[/FONT]
[FONT=Verdana, sans-serif]Expert: You can create an Exceptional (+3) item (DC 30), -2 error range[/FONT]
[FONT=Verdana, sans-serif]Mastery: You can create a Mastercraft (+4) item (DC 35). -3 error range [/FONT]
[FONT=Verdana, sans-serif]Trained Feats[/FONT]
[FONT=Verdana, sans-serif]Air – Provides fresh air to anyone within the item. Useful for helmets for diving. [/FONT]
[FONT=Verdana, sans-serif]Ammo – Produces it own ammunition as you aim. They can't be used otherwise. [/FONT]
[FONT=Verdana, sans-serif]Armored – Increases the DR of the item. At high levels it is unbreakable by normal damage.[/FONT]
[FONT=Verdana, sans-serif]Bonding – Enchanter can bond an item with someone else. If this is in a setting where Enchanting is rare or uncommon then Bonded items may be the only kind that can be used by someone else. If it isn't then this will make the item only usable by the person it is bonded with. [/FONT]
[FONT=Verdana, sans-serif]Dry – You can keep something dry.[/FONT]
[FONT=Verdana, sans-serif]Feather light– You can make something weight little or nothing. At Trained you can make a person featherlight, at focused you can make two, at Expert you can make several people or a small vehicle, and at mastery you can make a large vehicle featherlight[/FONT]
[FONT=Verdana, sans-serif]Fire – Cause a part of an item to burn. [/FONT]
[FONT=Verdana, sans-serif]Heavy – You can make something heavier then normal. It can be used to prevent knockback. [/FONT]
[FONT=Verdana, sans-serif]Ice – Cause a part of an item to freeze. At higher ranks you can freeze other objects. [/FONT]
[FONT=Verdana, sans-serif]Light – Cause a part of an item to glow or generate light such as a torch or lantern. The amount of light depends on the rank.[/FONT]
[FONT=Verdana, sans-serif]Lock – The enchanter can lock a door, chest, or book so that it requires a certain command word to open or you must disenchant it the lock. [/FONT]
[FONT=Verdana, sans-serif]Mend – This will repair an item even if you don't know how it works. This will not put it together for you the first time or if it is missing too many pieces. This is not an something enchanters put on an item. It is something that they use for repairs. [/FONT]
[FONT=Verdana, sans-serif]Motion – You can cause something to move or stop. At Trained you can make something light move slowly, at Focused you can make it glide along, at Expert you can make it fly quickly, and at Mastery you can make it move extremely fast (too fast for someone who is just hanging on, they need to be inside the item). [/FONT]
[FONT=Verdana, sans-serif]Focused Feats [/FONT]
[FONT=Verdana, sans-serif]Aquatic – The item is not harmed by the pressure or corrosive effects of the water. May also require dry if water would impede it's function. [/FONT]
[FONT=Verdana, sans-serif]Bane – Only damages a certain set of people or creatures. [/FONT]
[FONT=Verdana, sans-serif]Combine – You can take two items and combine them so that with a command they will change from one to the other. At focused items are the same size, at expert they are a quarter size difference, at mastery one can be a bracelet and the other can be the size of armor. [/FONT]
[FONT=Verdana, sans-serif]Construct – You can create a body and animate it. It can be used as a vessel for a spirit or you can add intelligence to it yourself. [/FONT]
[FONT=Verdana, sans-serif]Disenchant – You can disenchant an enchantment on an item. Each enchantment must be disenchanted separately and the DC is based on the highest ranked enchantment at the time working your way down. You can choose to disenchant a lower ranked effect but at the higher level DC if you are needing to rework something. [/FONT]
[FONT=Verdana, sans-serif]Electrical – Adds a shocking attack. At higher tech levels you must cast on anything that is electrical that you are enchanting or it will no longer work as an electrical device. The magic energies will burn it out immediately. [/FONT]
[FONT=Verdana, sans-serif]Enlarge – Make something larger then it normally is. If you put shrink on this as well it you can cause it to change size at a command. [/FONT]
[FONT=Verdana, sans-serif]Extra Space – You can cause a container to contain more space then it should. At focused it makes a chest sized space. At expert it makes a small room sized space. At mastery it makes a large room sized space. [/FONT]
[FONT=Verdana, sans-serif]Image – You can store something in an image of itself. This could be a painting or a drawing on a card. Once you store it there you can call it out on command and put it back on another command. Each image could have a different command. The amount that can be stored it limited by the enchanter's skill rank. [/FONT]
[FONT=Verdana, sans-serif]Knockback – Item causes extra knockback. [/FONT]
[FONT=Verdana, sans-serif]Pass – A specific person can pass through an item. F = Box sized, Expert = Door sized, and Mastery = Vehicle sized, You can invite others through or allow someone else to invite others through. [/FONT]
[FONT=Verdana, sans-serif]Penetration – Causes melee weapons to have extra penetration from sharpness. At Focused this provides 1 ½ standard penetration, at Expert 2x, and at Mastery 4x.[/FONT]
[FONT=Verdana, sans-serif]Perceive – Allows the item to notice a certain condition. Combine with Light to notify the user. [/FONT]
[FONT=Verdana, sans-serif]Restrict – Will restrict an item's effectiveness to a certain group such as only of a certain family or only the user, etc. For instance if you combine with Light you have a Thief's Candle - light source that only the user can see the effects of or a Windshield that only the people inside can see through. [/FONT]
[FONT=Verdana, sans-serif]Shadow – You can make something blend in shadow or be hidden from view. [/FONT]
[FONT=Verdana, sans-serif]Shape shifting – You can make an item change shape but still has the same properties. You could add it to armor and make it look like different styles of armor or even clothing at higher ranks. At Focused it will change colors and texture and minor details, at Expert it will change shape from one type of an item to another of the same type such as armor to clothes, at Mastery it will change into another type of object entirely (set this when casting; this is good for disguising things)[/FONT]
[FONT=Verdana, sans-serif]Shrink – Make something smaller then it normally is. If you put enlarge on the item, you can cause it to change size on command.[/FONT]
[FONT=Verdana, sans-serif]Sight – Allows the wearer to see clearly in some condition such as underwater, in the darkness, etc. Each one is a separate use. [/FONT]
[FONT=Verdana, sans-serif]Silent – You can make something make no noise as it usually would. If you add Restrict you could make it only make noise for yourself. [/FONT]
[FONT=Verdana, sans-serif]Sleep – The item can cause a target it touches to sleep.[/FONT]
[FONT=Verdana, sans-serif]Speech – Allows the item to talk to the user. Without intelligence they can only repeat something. [/FONT]
[FONT=Verdana, sans-serif]Summon – Make something appear or disappear at will. The higher the rank the larger the item. At Focused you can summon a sword or some the size of a small chest, at Expert you can summon a carpet[/FONT]
[FONT=Verdana, sans-serif]Thunderclap – The item causes a great thunderclap. At low rank it will startle people. At higher ranks it will give everyone in the area a concussion. [/FONT]
[FONT=Verdana, sans-serif]Mastery Feats[/FONT]
[FONT=Verdana, sans-serif]Add Power – The enchanter can add a power effect from another magic skill or work with someone else who has that power to add this to an item. [/FONT]
[FONT=Verdana, sans-serif]Craft Building – The enchanter can enchant the earth and stone to create a building out of the local materials. It will create a one room structure that can be free standing or shaped into the rock face. It can be cast several times for each room to create a keep. [/FONT]
[FONT=Verdana, sans-serif]Intelligence – Allows the item to think and act for itself. Requires Motion added to allow it to move itself. [/FONT]
[FONT=Verdana, sans-serif]Invisible – You can make something invisible. This will usually make it invisible from one side but you can also make it invisible from both sides. You could add Restrict and make it visible only to you. You can also make it so that it shows what is concealed underneath and hides that it is covered at all. This could be cast on armor and no one would know you are wearing it (except for your strange body language). [/FONT]
[FONT=Verdana, sans-serif]Vampiric – Damage done by the item heals the wielder the same amount. [/FONT]
[FONT=Verdana, sans-serif]Disadvantages[/FONT]
[FONT=Verdana, sans-serif] An enchanter can add disadvantages to an enchantment to lower the difficulty in making it and it lowers the material costs as well. [/FONT]
[FONT=Verdana, sans-serif]Cursed – increases error range +2 or 1-4 whichever is larger [/FONT]
[FONT=Verdana, sans-serif]Jinxed – increases error range of allies by +2 or 1-4, which ever is larger [/FONT]
[FONT=Verdana, sans-serif]Evil – actively tried to harm people around and including the wielder. This goes well with intelligence[/FONT]
[FONT=Verdana, sans-serif]Possesses Wielder – The item will possess the wielder when used and let them go later. Really nasty when combined with other disadvantages[/FONT]
[FONT=Verdana, sans-serif]Vampiric Ammo – Weapon does a light wound to the wielder to generate ammo. Can be combined with Vampiric to heal it back. [/FONT]
[FONT=Verdana, sans-serif]Example Magic Items[/FONT]
[FONT=Verdana, sans-serif]Bag of Holding [Extra Space (F)] inside bag is an extra dimensional space about the size of a small chest[/FONT]
[FONT=Verdana, sans-serif]Coat of Many Pockets [Extra Space (F) x 4, Pass (T) x 4] each pocket is an extra dimensional space that only the owner of the coat can put their hands in and out of [/FONT]
[FONT=Verdana, sans-serif]Bag of Hiding [Extra Space (E), Air] Bag contains a small room with air in it. There is a ladder up to the exit. [/FONT]
[FONT=Verdana, sans-serif]Flying Broomstick [Featherlight (T), Motion (E)] can carry up to two people quickly[/FONT]
[FONT=Verdana, sans-serif]Flying Carpet [Featherlight (E), Motion (F), Summon (E)] Can carry several people on the carpet at a glide, can summon this to you[/FONT]
[FONT=Verdana, sans-serif]Fish Mask [Aquatic (T), Air (T), Sight(F) Underwater, Sight (F) Darkness] Wearer can breathe underwater and it not effected by the cold or pressure[/FONT]
[FONT=Verdana, sans-serif]Deck of Items [Image (F) per item] Each item is turned into a card so that a person can carry a lot of gear without difficulty[/FONT]
[FONT=Verdana, sans-serif]Magic Tent [Extra Space (M) x 2] Contains two large rooms but is the size of a small tent on the outside. [/FONT]
[FONT=Verdana, sans-serif]Magic Flippers [Aquatic (T), Motion (F), Dry] Allows the user to swim very quickly underwater and be dry the whole time[/FONT]
[FONT=Verdana, sans-serif]Flying Carriage [Featherlight (M), Motion (F)] Allows the carriage to fly and doesn't need horses. [/FONT]
[FONT=Verdana, sans-serif]Hidden Armor [Combine (M)] A bracelet will turn into a set of heavy plate[/FONT]
[FONT=Verdana, sans-serif]Vampire Hunter Sword [Bane Vampires (F), Penetration (E), Vampiric (M), Summon (F)] Only hurts vampires but any damage done to them will heal the wielder[/FONT]
[FONT=Verdana, sans-serif]Magical Tower [Craft Building (M), Extra Space (M) x5, Pass (E)] Create a magical tower that only you and those you let in can enter, contains 6 rooms inside. [/FONT]
[FONT=Verdana, sans-serif]Blood Bow [Vampiric, Vampiric Ammo] The weapon creates it's own ammo if you run out but it does so out of your own blood. If you do damage with it then you heal. [/FONT]
Enchantment (Direct, Obvious, Int) Medium Mana, Low Tech, Foci Required
[FONT=Verdana, sans-serif] This is the ability to create magic items. You can take an item and add magical enchantments to it. Some magic items have a bonus on them such as magic weapons. Your skill level determines the initial bonus. Your bonus level also determines the limit of the starting number of features that can be placed on that item. The creation of that item counts as the first feature. Each time a feature is added to an item a roll must be made. If you fail then you can't try again to add that feature for a week. If you botch then you destroy the item. [/FONT]
[FONT=Verdana, sans-serif] Feats for enchantment relating to general attributes instead of specific traits. Enchanters have reason to not always use their most powerful level of their powers since it uses up more materials. The cost for the enchanter is listed based on if enchanting is rare, uncommon, or common. Take the total costs and add them to the base cost of the item. Then add some for profit. Keep in mind if the enchanter is working for a Lord or King then they are provided with the materials but they can't ask for profit. [/FONT]
[FONT=Verdana, sans-serif] Weapons with an extra damage effect such as lightning or fire do extra damage on a successful hit. It does +5 per +1 of the weapon. The damage effects and AP will be listed with the damage type. If the weapon hits then the weapon will do the secondary attack automatically unless the user wills it not to. The secondary weapon's AP may not even be necessary. If the weapon penetrates the skin (ie does any damage) then the AP is total, unless the target has a resistance or immunity to that damage type. If the weapon does not penetrate or it is a touch based attack then the weapon's AP does not combine with the secondary damage effect. So if you hit someone and didn't get through the armor then the effect may do so separately. Somebody could be hit with a club with electrical attack and be wearing an old rain coat that blocks the electrical attack but the DR of the club would still crack their bones. You can't have more then one secondary damage type on an item. So you can't have fire and electrical on the same weapon. [/FONT]
[FONT=Verdana, sans-serif]Savings Throws – If the item forces a save the DC is the bonus x5 +15.[/FONT]
[FONT=Verdana, sans-serif]Trained: You can create a Standard (+1) item (DC 20). [/FONT]
[FONT=Verdana, sans-serif]Focused: You can create a Phenomenal (+2) item (DC 25). -1 error range[/FONT]
[FONT=Verdana, sans-serif]Expert: You can create an Exceptional (+3) item (DC 30), -2 error range[/FONT]
[FONT=Verdana, sans-serif]Mastery: You can create a Mastercraft (+4) item (DC 35). -3 error range [/FONT]
[FONT=Verdana, sans-serif]Trained Feats[/FONT]
[FONT=Verdana, sans-serif]Air – Provides fresh air to anyone within the item. Useful for helmets for diving. [/FONT]
[FONT=Verdana, sans-serif]Ammo – Produces it own ammunition as you aim. They can't be used otherwise. [/FONT]
[FONT=Verdana, sans-serif]Armored – Increases the DR of the item. At high levels it is unbreakable by normal damage.[/FONT]
[FONT=Verdana, sans-serif]Bonding – Enchanter can bond an item with someone else. If this is in a setting where Enchanting is rare or uncommon then Bonded items may be the only kind that can be used by someone else. If it isn't then this will make the item only usable by the person it is bonded with. [/FONT]
[FONT=Verdana, sans-serif]Dry – You can keep something dry.[/FONT]
[FONT=Verdana, sans-serif]Feather light– You can make something weight little or nothing. At Trained you can make a person featherlight, at focused you can make two, at Expert you can make several people or a small vehicle, and at mastery you can make a large vehicle featherlight[/FONT]
[FONT=Verdana, sans-serif]Fire – Cause a part of an item to burn. [/FONT]
[FONT=Verdana, sans-serif]Heavy – You can make something heavier then normal. It can be used to prevent knockback. [/FONT]
[FONT=Verdana, sans-serif]Ice – Cause a part of an item to freeze. At higher ranks you can freeze other objects. [/FONT]
[FONT=Verdana, sans-serif]Light – Cause a part of an item to glow or generate light such as a torch or lantern. The amount of light depends on the rank.[/FONT]
[FONT=Verdana, sans-serif]Lock – The enchanter can lock a door, chest, or book so that it requires a certain command word to open or you must disenchant it the lock. [/FONT]
[FONT=Verdana, sans-serif]Mend – This will repair an item even if you don't know how it works. This will not put it together for you the first time or if it is missing too many pieces. This is not an something enchanters put on an item. It is something that they use for repairs. [/FONT]
[FONT=Verdana, sans-serif]Motion – You can cause something to move or stop. At Trained you can make something light move slowly, at Focused you can make it glide along, at Expert you can make it fly quickly, and at Mastery you can make it move extremely fast (too fast for someone who is just hanging on, they need to be inside the item). [/FONT]
[FONT=Verdana, sans-serif]Focused Feats [/FONT]
[FONT=Verdana, sans-serif]Aquatic – The item is not harmed by the pressure or corrosive effects of the water. May also require dry if water would impede it's function. [/FONT]
[FONT=Verdana, sans-serif]Bane – Only damages a certain set of people or creatures. [/FONT]
[FONT=Verdana, sans-serif]Combine – You can take two items and combine them so that with a command they will change from one to the other. At focused items are the same size, at expert they are a quarter size difference, at mastery one can be a bracelet and the other can be the size of armor. [/FONT]
[FONT=Verdana, sans-serif]Construct – You can create a body and animate it. It can be used as a vessel for a spirit or you can add intelligence to it yourself. [/FONT]
[FONT=Verdana, sans-serif]Disenchant – You can disenchant an enchantment on an item. Each enchantment must be disenchanted separately and the DC is based on the highest ranked enchantment at the time working your way down. You can choose to disenchant a lower ranked effect but at the higher level DC if you are needing to rework something. [/FONT]
[FONT=Verdana, sans-serif]Electrical – Adds a shocking attack. At higher tech levels you must cast on anything that is electrical that you are enchanting or it will no longer work as an electrical device. The magic energies will burn it out immediately. [/FONT]
[FONT=Verdana, sans-serif]Enlarge – Make something larger then it normally is. If you put shrink on this as well it you can cause it to change size at a command. [/FONT]
[FONT=Verdana, sans-serif]Extra Space – You can cause a container to contain more space then it should. At focused it makes a chest sized space. At expert it makes a small room sized space. At mastery it makes a large room sized space. [/FONT]
[FONT=Verdana, sans-serif]Image – You can store something in an image of itself. This could be a painting or a drawing on a card. Once you store it there you can call it out on command and put it back on another command. Each image could have a different command. The amount that can be stored it limited by the enchanter's skill rank. [/FONT]
[FONT=Verdana, sans-serif]Knockback – Item causes extra knockback. [/FONT]
[FONT=Verdana, sans-serif]Pass – A specific person can pass through an item. F = Box sized, Expert = Door sized, and Mastery = Vehicle sized, You can invite others through or allow someone else to invite others through. [/FONT]
[FONT=Verdana, sans-serif]Penetration – Causes melee weapons to have extra penetration from sharpness. At Focused this provides 1 ½ standard penetration, at Expert 2x, and at Mastery 4x.[/FONT]
[FONT=Verdana, sans-serif]Perceive – Allows the item to notice a certain condition. Combine with Light to notify the user. [/FONT]
[FONT=Verdana, sans-serif]Restrict – Will restrict an item's effectiveness to a certain group such as only of a certain family or only the user, etc. For instance if you combine with Light you have a Thief's Candle - light source that only the user can see the effects of or a Windshield that only the people inside can see through. [/FONT]
[FONT=Verdana, sans-serif]Shadow – You can make something blend in shadow or be hidden from view. [/FONT]
[FONT=Verdana, sans-serif]Shape shifting – You can make an item change shape but still has the same properties. You could add it to armor and make it look like different styles of armor or even clothing at higher ranks. At Focused it will change colors and texture and minor details, at Expert it will change shape from one type of an item to another of the same type such as armor to clothes, at Mastery it will change into another type of object entirely (set this when casting; this is good for disguising things)[/FONT]
[FONT=Verdana, sans-serif]Shrink – Make something smaller then it normally is. If you put enlarge on the item, you can cause it to change size on command.[/FONT]
[FONT=Verdana, sans-serif]Sight – Allows the wearer to see clearly in some condition such as underwater, in the darkness, etc. Each one is a separate use. [/FONT]
[FONT=Verdana, sans-serif]Silent – You can make something make no noise as it usually would. If you add Restrict you could make it only make noise for yourself. [/FONT]
[FONT=Verdana, sans-serif]Sleep – The item can cause a target it touches to sleep.[/FONT]
[FONT=Verdana, sans-serif]Speech – Allows the item to talk to the user. Without intelligence they can only repeat something. [/FONT]
[FONT=Verdana, sans-serif]Summon – Make something appear or disappear at will. The higher the rank the larger the item. At Focused you can summon a sword or some the size of a small chest, at Expert you can summon a carpet[/FONT]
[FONT=Verdana, sans-serif]Thunderclap – The item causes a great thunderclap. At low rank it will startle people. At higher ranks it will give everyone in the area a concussion. [/FONT]
[FONT=Verdana, sans-serif]Mastery Feats[/FONT]
[FONT=Verdana, sans-serif]Add Power – The enchanter can add a power effect from another magic skill or work with someone else who has that power to add this to an item. [/FONT]
[FONT=Verdana, sans-serif]Craft Building – The enchanter can enchant the earth and stone to create a building out of the local materials. It will create a one room structure that can be free standing or shaped into the rock face. It can be cast several times for each room to create a keep. [/FONT]
[FONT=Verdana, sans-serif]Intelligence – Allows the item to think and act for itself. Requires Motion added to allow it to move itself. [/FONT]
[FONT=Verdana, sans-serif]Invisible – You can make something invisible. This will usually make it invisible from one side but you can also make it invisible from both sides. You could add Restrict and make it visible only to you. You can also make it so that it shows what is concealed underneath and hides that it is covered at all. This could be cast on armor and no one would know you are wearing it (except for your strange body language). [/FONT]
[FONT=Verdana, sans-serif]Vampiric – Damage done by the item heals the wielder the same amount. [/FONT]
[FONT=Verdana, sans-serif]Disadvantages[/FONT]
[FONT=Verdana, sans-serif] An enchanter can add disadvantages to an enchantment to lower the difficulty in making it and it lowers the material costs as well. [/FONT]
[FONT=Verdana, sans-serif]Cursed – increases error range +2 or 1-4 whichever is larger [/FONT]
[FONT=Verdana, sans-serif]Jinxed – increases error range of allies by +2 or 1-4, which ever is larger [/FONT]
[FONT=Verdana, sans-serif]Evil – actively tried to harm people around and including the wielder. This goes well with intelligence[/FONT]
[FONT=Verdana, sans-serif]Possesses Wielder – The item will possess the wielder when used and let them go later. Really nasty when combined with other disadvantages[/FONT]
[FONT=Verdana, sans-serif]Vampiric Ammo – Weapon does a light wound to the wielder to generate ammo. Can be combined with Vampiric to heal it back. [/FONT]
[FONT=Verdana, sans-serif]Example Magic Items[/FONT]
[FONT=Verdana, sans-serif]Bag of Holding [Extra Space (F)] inside bag is an extra dimensional space about the size of a small chest[/FONT]
[FONT=Verdana, sans-serif]Coat of Many Pockets [Extra Space (F) x 4, Pass (T) x 4] each pocket is an extra dimensional space that only the owner of the coat can put their hands in and out of [/FONT]
[FONT=Verdana, sans-serif]Bag of Hiding [Extra Space (E), Air] Bag contains a small room with air in it. There is a ladder up to the exit. [/FONT]
[FONT=Verdana, sans-serif]Flying Broomstick [Featherlight (T), Motion (E)] can carry up to two people quickly[/FONT]
[FONT=Verdana, sans-serif]Flying Carpet [Featherlight (E), Motion (F), Summon (E)] Can carry several people on the carpet at a glide, can summon this to you[/FONT]
[FONT=Verdana, sans-serif]Fish Mask [Aquatic (T), Air (T), Sight(F) Underwater, Sight (F) Darkness] Wearer can breathe underwater and it not effected by the cold or pressure[/FONT]
[FONT=Verdana, sans-serif]Deck of Items [Image (F) per item] Each item is turned into a card so that a person can carry a lot of gear without difficulty[/FONT]
[FONT=Verdana, sans-serif]Magic Tent [Extra Space (M) x 2] Contains two large rooms but is the size of a small tent on the outside. [/FONT]
[FONT=Verdana, sans-serif]Magic Flippers [Aquatic (T), Motion (F), Dry] Allows the user to swim very quickly underwater and be dry the whole time[/FONT]
[FONT=Verdana, sans-serif]Flying Carriage [Featherlight (M), Motion (F)] Allows the carriage to fly and doesn't need horses. [/FONT]
[FONT=Verdana, sans-serif]Hidden Armor [Combine (M)] A bracelet will turn into a set of heavy plate[/FONT]
[FONT=Verdana, sans-serif]Vampire Hunter Sword [Bane Vampires (F), Penetration (E), Vampiric (M), Summon (F)] Only hurts vampires but any damage done to them will heal the wielder[/FONT]
[FONT=Verdana, sans-serif]Magical Tower [Craft Building (M), Extra Space (M) x5, Pass (E)] Create a magical tower that only you and those you let in can enter, contains 6 rooms inside. [/FONT]
[FONT=Verdana, sans-serif]Blood Bow [Vampiric, Vampiric Ammo] The weapon creates it's own ammo if you run out but it does so out of your own blood. If you do damage with it then you heal. [/FONT]