phylactery

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phylactery — a magic item of great expense and power which binds a lich's spirit, should the lich's body be destroyed, and permits the body to reform in a matter of days so that the spirit may rejoin it.

Unless its phylactery has been destroyed, a lich cannot be permanently defeated.

Heroic Deed: Recharge Item

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Available to CLE/MAG 3+. After a long rest, and when you are not exhausted or under other debilitating status effects, you may concentrate for a single turn and add (X/2) rounded down charges to a magic item, up to and including its maximum charge capacity — where X is your total mage and cleric levels (and any subclass levels of those core classes). If you are an Enchanter, you may add one additional charge to the item — above and beyond the amount just calculated — per Enchanter level you possess. Unless a given magic item description says otherwise, you may only do this for charge-bearing magic items (wands, for instance) that you personally created. There is an X% chance you gain one percentile point to your Intelligence score, where X equals the number of charges you restored.

Heroic Deed: Charge Item

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Available to Mage 3+, Cleric 5+ (and subclasses 2+). If you know the spell or effect stored in the item, you may imbue the item with one additional charge — or, if you rolled '8' with your Risk Die, two charges. You may not charge an item to which you are not attuned. If a charged item ever uses the last remaining charge, the item disintegrates and is forever lost. You may, alternatively, use this deed to pull a charge from an untended magical item or enduring area effect. Tend (worn, held, warded) items get a saving throw. When you pull from a charged item, it loses 1 charge and you may do one of the following: gain 3 hit points, add a charge to one of your attuned items, or regain a 1st level spell. When you use this alternative way of enacting this deed, if you target a charged item you carry and to which you are attuned, you may draw a number of charges from the item in the range 1 to [Risk Die result]. Use those charges for healing or to regain one or more cast spells.

Heroic Deed: Attune to Item

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Available to MAG 2+, CLE 4+. After an hour of holding the target item, you become attuned to it. You may only attempt this deed once daily. You may be attuned to no more than three charged items simultaneously. You must be attuned to an item in order to charge it. When you are attuned to one or more magic items, your damage dealing spells with dice in their descriptions re-roll results of 1 and 2 in addition to exploding. When you are unattuned, you only gain exploding dice but not the re-roll of 1 and 2 results.