Difference between revisions of "D20 Mechanic: Implements"

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=Pendulums=
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=Temporal Implements=
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Used by epochents, harriers, and oracles.
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==Pendulums==
 
The implement of epochents and harriers, pendulums are timepieces imbued with motes of temporal energy. Not all are necessarily pendulums - some are watches, sundials, or hourglasses - but all are commonly referred to as pendulums.
 
The implement of epochents and harriers, pendulums are timepieces imbued with motes of temporal energy. Not all are necessarily pendulums - some are watches, sundials, or hourglasses - but all are commonly referred to as pendulums.
  
 
Regardless of their form, all pendulums have at least one moving part, which moves without warning and sporadically: pendulums sway by themselves; the hands of a watch move erratically; the sands in an hourglass shift, sometimes even moving against gravity.
 
Regardless of their form, all pendulums have at least one moving part, which moves without warning and sporadically: pendulums sway by themselves; the hands of a watch move erratically; the sands in an hourglass shift, sometimes even moving against gravity.
  
==Table==
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===Table===
 
There will be a table of these here eventually.
 
There will be a table of these here eventually.
  
==Pendulum Descriptions==
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===Pendulum Descriptions===
 
Descriptions of implements of the record type.
 
Descriptions of implements of the record type.
  

Revision as of 06:47, 20 March 2017

This page discusses implements, an item type in Trinity that is imported from D&D 4e.

Mechanics

Forces and Implements
Force Implements
Magic cane, wand
Psionics dorje, orb
Tech gadget, widget
Divine icon, verse
Void mirror, spread
Nature essence, totem
Time measure, pendulum
Chaos coin, dice
Blue record, tome

Implements are to sparks what weapons are to warriors: tools of the trade, enhancing your abilities within a particular realm. For implements, each Force has at least one type of implement associated with it: these are item types that are, by their nature, naturally aligned to the Force in question, and through investing Force energy into these types of items, that energy can be returned in the form of impact upon the user's abilities.

In specific, an implement provides an enhancement bonus to any Force attacks you make for the item's associated Force, and increase the saving throw DC against any of your Force abilities, equal to your attunement bonus. You must be wielding the implement and be attuned to it for this to have any effect. If you use an ability that deals damage, you also apply the implement's enhancement bonus to the damage you deal; this bonus damage is as though your original roll was the new value (so if you divide your damage in half among two energy types, you add your implement's enhancement bonus before the division).

Materia and Desynthesis

Implements, like weapons and armor, can have materia slots.

Because of their intrinsic abilities, implements can be desynthesized into materia. This process is somewhat involved, taking an hour, and requires a spark of the same Force as the accessory in question. When the process is completed, the item is transformed into a materia that, when slotted into an item, allows that item's wearer or wielder to benefit from the materia as though the item it is slotted into were also the original item.

Materia created through desynthesis can be slotted into any item, but has a lower attunement cost when slotted into an item of the same type. Materia created in this fashion have the same Force alignment as the item it was desynthesized from.

The attunement cost of a materia created through desynthesis depends on the item's rarity: if common, 1; if uncommon, 2; if rare, 4; if mythic, 8. If you slot a materia into an item that is of a different type than the item from which the materia was made, the attunement cost increases by +1.

Bonuses provided by materia do not stack; that is, if you have two materia that grant you an enhancement bonus to your Reflex, only the highest bonus applies.

Economics of Implements

Implement Costs
    Value
    kp gp dp
Common --- 4000 ---
Uncommon --- (16000) 16
Rare --- --- 32
Mythic --- --- 64
Artifact --- --- (100)
Desynthesis Common --- 200 ---
Uncommon --- 1000 1
Rare --- --- 2
Mythic --- --- 4
Artifact --- --- ---
(X) Can only be sold in the listed economy as though it had X value.

Implements are Force items, and as such typically exist only in the mox economy, due to the requirements involved in crafting permanent Force items of any real strength. While minor implements can be had for mere coins, more powerful items require more exotic currencies.

Common implements can be purchased for the price of 4000 gp, and can be purchased through the gold economy. The imbuing of Force energies into these objects is not as complex or demanding as more powerful items, and the reagents required to permanently bind the powers to such an item do not require powerful components. Any spark or adept is capable of desynthesizing these implements, and so charge only a nominal fee in the gold economy. Common implements have no place in the mox economy.

Uncommon implements cannot be purchased in the gold economy, but can be sold in it as though they had a price of 16000 gp. Uncommon implements are the beginnings of true power, in terms of Forces: these are items whose effects are significant, or are combinations of existing abilities set into one item, making it that much more useful. Any spark or adept capable of crafting implements can desynthesize uncommon implements; as such, while the availability is reduced, this service can still be attained in the gold economy, though such individuals are also willing to take mox economy currency for their trouble. Uncommon implements cost 16 dp in the mox economy.

Rare implements cannot be traded in the gold economy whatsoever. Rare implements are true power, being imbued with as much energy from their aligned Forces as most mortals can muster: either entire suites of less-powerful abilities, or an effect synonymous with "epic" from its parent Force. Sparks or adepts capable of desynthesizing rare implements are much rarer, due to required spark level checks; as such, availability is significantly reduced, and those who can render it will expect mox economy goods for the service. Rare implements cost 32 dp in the mox economy.

Mythic implements cannot be traded in the gold economy whatsoever. Mythic implements are extreme expressions of power, being unique one-of-a-kind items imbued with strange and unusual powers that, while not indestructible, are particularly resilient to deconstruction. Sparks or adepts capable of desynthesizing mythic implements are ridiculously rare and are often loathe to do so, as such items are incredibly - if not outright impossible - to replicate. Such items are often not traded in the open market, but can sometimes be found in high-brow auctions. Mythic implements cost 64 dp in the mox economy.

Artifact implements cannot be purchased in any economy whatsoever; they can be sold in the mox economy as though they had a value of 100 dp to someone who is looking for that particular artifact. There is no particular market for them: to trade an artifact, you must find seek out (or be found by) an individual who wants it. Artifacts are not just unique items, they are also nigh-indestructible fonts of incredible power, and thus cannot be desynthesized. Mortals are incapable of intentionally creating artifacts.

Properties and Powers

Implements have abilities that come in two forms: properties and powers.

Properties are passive effects that you benefit from while you are wearing the item and it is attuned to you. Properties do not stack: if two properties provide a bonus to the same stat, use the higher bonus.

Powers are active effects that you can activate. Powers come in several varieties.

  • At Will: You can use these powers at any time without restriction.
  • Encounter: You can use these powers once per encounter, or once every 5 minutes.
  • Daily: You can use these powers once per day. Daily powers refresh at sunrise each day.

If an item has multiple at will powers, you can use all of them.

If an item has multiple encounter powers, you can use one of them each encounter or every 5 minutes, regardless of how many powers it has.

If an item has multiple daily powers, you can use one of them each day, regardless of how many powers it has.

General Properties

This section details properties that any implement, regardless of Force alignment, can have.

 

ACIDIC
This implement hisses and steams, as though it were being slowly dissolved.
Implement - Any
Rarity: Common
PROPERTY
Whenever you use an ability with the [acid] descriptor, you gain an item bonus to your attack or effect roll equal to your attunement bonus.
Whenever you use an ability with the [acid] descriptor that deals damage rated by potency, you gain a +1 item bonus to that effect's potency.

 

ARCANE
Covered in arcane runes, this implement is inclined towards ignoring the rules of reality.
Implement - Any
Rarity: Common
PROPERTY
Whenever you use an ability with the [arcane] descriptor, you gain an item bonus to your attack or effect roll equal to your attunement bonus.
Whenever you use an ability with the [arcane] descriptor that deals damage rated by potency, you gain a +1 item bonus to that effect's potency.

 

BONE
This grisly implement has been made primarily from bleached bone, and carries the faint stench of death.
Implement - Any
Rarity: Common
PROPERTY
Whenever you use an ability with the [necrotic] descriptor, you gain an item bonus to your attack or effect roll equal to your attunement bonus.
Whenever you use an ability with the [necrotic] descriptor that deals damage rated by potency, you gain a +1 item bonus to that effect's potency.

 

CHILL
This implement is cold to the touch.
Implement - Any
Rarity: Common
PROPERTY
Whenever you use an ability with the [ice] descriptor, you gain an item bonus to your attack or effect roll equal to your attunement bonus.
Whenever you use an ability with the [ice] descriptor that deals damage rated by potency, you gain a +1 item bonus to that effect's potency.

 

COSMIC
This implement seems larger than it is.
Implement - Any
Rarity: Common
PROPERTY
Whenever you use an ability with the [cosmic] descriptor, you gain an item bonus to your attack or effect roll equal to your attunement bonus.
Whenever you use an ability with the [cosmic] descriptor that deals damage rated by potency, you gain a +1 item bonus to that effect's potency.

 

EMPATHIC
You feel like this implement knows what you're thinking.
Implement - Any
Rarity: Common
PROPERTY
Whenever you use an ability with the [psychic] descriptor, you gain an item bonus to your attack or effect roll equal to your attunement bonus.
Whenever you use an ability with the [psychic] descriptor that deals damage rated by potency, you gain a +1 item bonus to that effect's potency.

 

ENTROPIC
This implement always seems disheveled and in disrepair.
Implement - Any
Rarity: Common
PROPERTY
Whenever you use an ability with the [entropic] descriptor, you gain an item bonus to your attack or effect roll equal to your attunement bonus.
Whenever you use an ability with the [entropic] descriptor that deals damage rated by potency, you gain a +1 item bonus to that effect's potency.

 

FIERY
This implement is warm to the touch.
Implement - Any
Rarity: Common
PROPERTY
Whenever you use an ability with the [fire] descriptor, you gain an item bonus to your attack or effect roll equal to your attunement bonus.
Whenever you use an ability with the [fire] descriptor that deals damage rated by potency, you gain a +1 item bonus to that effect's potency.

 

GALE
This implement feels lighter than it ought, as though it were made out of feathers.
Implement - Any
Rarity: Common
PROPERTY
Whenever you use an ability with the [wind] descriptor, you gain an item bonus to your attack or effect roll equal to your attunement bonus.
Whenever you use an ability with the [wind] descriptor that deals damage rated by potency, you gain a +1 item bonus to that effect's potency.

 

LUMINOUS
This implement glows brightly when used.
Implement - Any
Rarity: Common
PROPERTY
Whenever you use an ability with the [radiant] descriptor, you gain an item bonus to your attack or effect roll equal to your attunement bonus.
Whenever you use an ability with the [radiant] descriptor that deals damage rated by potency, you gain a +1 item bonus to that effect's potency.

 

MAGNETIC
This implement always seems to attract other objects to it.
Implement - Any
Rarity: Common
PROPERTY
Whenever you use an ability with the [magnetic] descriptor, you gain an item bonus to your attack or effect roll equal to your attunement bonus.
Whenever you use an ability with the [magnetic] descriptor that deals damage rated by potency, you gain a +1 item bonus to that effect's potency.

 

HOLY
This implement has been touched by a Divine presence.
Implement - Any
Rarity: Common
PROPERTY
Whenever you use an ability with the [holy] descriptor, you gain an item bonus to your attack or effect roll equal to your attunement bonus.
Whenever you use an ability with the [holy] descriptor that deals damage rated by potency, you gain a +1 item bonus to that effect's potency.

 

SHOCKING
This implement zaps you lightly when you touch it, and smells faintly of ozone.
Implement - Any
Rarity: Common
PROPERTY
Whenever you use an ability with the [lightning] descriptor, you gain an item bonus to your attack or effect roll equal to your attunement bonus.
Whenever you use an ability with the [lightning] descriptor that deals damage rated by potency, you gain a +1 item bonus to that effect's potency.

 

THUNDERING
Every sound this implement makes is magnified tenfold. Sometimes it seems to whisper something about stealing donuts.
Implement - Any
Rarity: Common
PROPERTY
Whenever you use an ability with the [sonic] descriptor, you gain an item bonus to your attack or effect roll equal to your attunement bonus.
Whenever you use an ability with the [sonic] descriptor that deals damage rated by potency, you gain a +1 item bonus to that effect's potency.

 

TORRENTIAL
This implement is always wet to the touch.
Implement - Any
Rarity: Common
PROPERTY
Whenever you use an ability with the [water] descriptor, you gain an item bonus to your attack or effect roll equal to your attunement bonus.
Whenever you use an ability with the [water] descriptor that deals damage rated by potency, you gain a +1 item bonus to that effect's potency.

 

TREMOR
This implement feels heavier than it ought, as though it were made out of solid stone.
Implement - Any
Rarity: Common
PROPERTY
Whenever you use an ability with the [earth] descriptor, you gain an item bonus to your attack or effect roll equal to your attunement bonus.
Whenever you use an ability with the [earth] descriptor that deals damage rated by potency, you gain a +1 item bonus to that effect's potency.

 

UMBRAL
This implement seems to always be in shade.
Implement - Any
Rarity: Common
PROPERTY
Whenever you use an ability with the [shadow] descriptor, you gain an item bonus to your attack or effect roll equal to your attunement bonus.
Whenever you use an ability with the [shadow] descriptor that deals damage rated by potency, you gain a +1 item bonus to that effect's potency.

 

VENOM
This implement often has a small amount of unpleasant-colored liquid dripping from it.
Implement - Any
Rarity: Common
PROPERTY
Whenever you use an ability with the [poison] descriptor, you gain an item bonus to your attack or effect roll equal to your attunement bonus.
Whenever you use an ability with the [poison] descriptor that deals damage rated by potency, you gain a +1 item bonus to that effect's potency.

 

ZHERON
This implement glows slightly with a sickly green color.
Implement - Any
Rarity: Common
PROPERTY
Whenever you use an ability with the [radiation] descriptor, you gain an item bonus to your attack or effect roll equal to your attunement bonus.
Whenever you use an ability with the [radiation] descriptor that deals damage rated by potency, you gain a +1 item bonus to that effect's potency.

 

Magic Implements

Canes and wands are magic implements, used by mages and spellblades. Canes have a variety of effects that can improve your spellcasting in some fashion, while wands contain fragments of arcane power which you can use a few times each day, even if you are not a caster.

Canes

Canes are essentially staves or poles, usually three or four feet long, and typically made of wood.

Table

There will be a table of these here eventually.

Cane Descriptions

Descriptions of implements of the cane type.

 

ARCHITECT'S CANE
Stylized architectural and elemental motifs adorn this cane, which helps you control spells that create barriers or change terrain.
Implement - Cane
Rarity: Common
PROPERTY
You gain an item bonus equal to your attunement bonus to the area of a zone or a wall effect produced by spells while wielding this implement.
As a standard action, you can reshape one existing wall effect you cast. At least one square of the wall must remain stationary.

 

DESTINY STAFF
A black raven’s head with diamond eyes tops this mighty staff. It bolsters your fate, increasing your odds of survival and allowing you to act when others aren’t quick enough.
Implement - Cane
Rarity: Rare
PROPERTY
When you make a magical attack using this implement that reduces a target to 0 hit points, you can spend a healing surge.
When you make a magical attack using this implement that reduces a target to 0 hit points, you can spend a swift action to gain a standard action.

 

EARTHROOT CROOK
This crook is as light as wood, but it seems to be made of earth and stone with a fine crystal atop it. It can bind your enemies to the earth.
Implement - Cane
Rarity: Varies
PROPERTY (Common)
When you a spell you cast gains resonance, you can make that target restrained until the end of your next turn.
Against your magical attacks that impose the immobilized, petrified, restrained, or slowed conditions, enemies suffer a -2 item penalty to saving throws.
PROPERTY (Uncommon)
When you a spell you cast gains resonance, you can make that target restrained until the end of your next turn.
Against your magical attacks that impose the immobilized, petrified, restrained, or slowed conditions, enemies suffer a -4 item penalty to saving throws.
PROPERTY (Rare)
When you a spell you cast gains resonance, you can make that target restrained until the end of your next turn.
Against your magical attacks that impose the immobilized, petrified, restrained, or slowed conditions, enemies suffer a -6 item penalty to saving throws.

 

MAGIC CANE
A thick staff made of carved oak, topped with a crook.
Implement - Cane
Rarity: Common
PROPERTY
This implement has no additional properties.

 

THUNDERWAVE STAFF
This rune-covered staff emits waves of thunder that deal damage and knock enemies prone.
Implement - Cane
Rarity: Common
PROPERTY
When you cast a spell that would push a creature, you can instead choose to knock that creature prone and deal sonic damage to that creature with potency equal to the number of squares you would have pushed it.

 

Wands

The average wand is almost a foot long and is typically made of wood, though metal, stone, or even more unusual materials are not unheard of. While some individuals may prattle on about the particulars of wand construction, such as using the hair of mythical beasts for the "core" and so on, most of this is nonsense, and the arcane energies imbued into the wand are significantly more important.

If you are not proficient with magical implements, you suffer a -4 penalty to any magic attack made with a wand.

Table

There will be a table of these here eventually.

Wand Descriptions

Descriptions of implements of the wand type.

 

MAGIC WAND, MAJOR
A relatively plain piece of oak carved into a stick-like shape, with a strap of leather tied about the thick end for a grip.
Implement - Wand
Rarity: Rare
PROPERTY
This item has 5 charges, and fully recharges at dawn each day.
This wand contains an Adept spell.
If you are a caster, while you are attuned to this item, you treat the spell contained in this item as though it were on your spells known list.
As a free action, spend a charge. You cast the spell contained in this wand; if you are not a caster, use your Intelligence for magic attacks, if any, required by the spell. This casting requires you to spend the action normally required to cast the spell.

 

MAGIC WAND, MEDIUM
A relatively plain piece of oak carved into a stick-like shape, with a strap of leather tied about the thick end for a grip.
Implement - Wand
Rarity: Uncommon
PROPERTY
This item has 5 charges, and fully recharges at dawn each day.
This wand contains an Apprentice or Journeyman spell.
If you are a caster, while you are attuned to this item, you treat the spell contained in this item as though it were on your spells known list.
As a free action, spend a charge. You cast the spell contained in this wand; if you are not a caster, use your Intelligence for magic attacks, if any, required by the spell. This casting requires you to spend the action normally required to cast the spell.

 

MAGIC WAND, MINOR
A relatively plain piece of oak carved into a stick-like shape, with a strap of leather tied about the thick end for a grip.
Implement - Wand
Rarity: Common
PROPERTY
This item has 5 charges, and fully recharges at dawn each day.
This wand contains an Initiate spell.
If you are a caster, while you are attuned to this item, you treat the spell contained in this item as though it were on your spells known list.
As a free action, spend a charge. You cast the spell contained in this wand; if you are not a caster, use your Intelligence for magic attacks, if any, required by the spell. This casting requires you to spend the action normally required to cast the spell.

 

Psionic Implements

Dorjes and orbs are psionic implements, used by psionicists and jedi. Orbs have a variety of effects that can improve your manifesting in some fashion, while dorjes contain fragments of psionic power which you can use a few times each day, even if you are not a manifester.

Dorjes

Psionic crystal sticks with powers in them.

If you are not proficient with psionic implements, you suffer a -4 penalty to any psionic attack made with a dorje.

Table

There will be a table of these here eventually.

Dorje Descriptions

Descriptions of implements of the dorje type.

 

PSIONIC DORJE, MAJOR
This piece of crystal has been carved into a shape convenient to hold with one hand.
Implement - Dorje
Rarity: Rare
PROPERTY
This item has 5 charges, and fully recharges at dawn each day.
This dorje contains an Art power.
If you are a manifester, while you are attuned to this item, you treat the power contained in this item as though it were on your powers known list.
As a free action, spend a charge. You manifest the power contained in this dorje; if you are not a manifester, use your Intelligence for psionic attacks, if any, required by the power. This manifestation requires you to spend the action normally required to manifest the power.

 

PSIONIC DORJE, MEDIUM
This piece of crystal has been carved into a shape convenient to hold with one hand.
Implement - Dorje
Rarity: Common
PROPERTY
This item has 5 charges, and fully recharges at dawn each day.
This dorje contains a Science power.
If you are a manifester, while you are attuned to this item, you treat the power contained in this item as though it were on your powers known list.
As a free action, spend a charge. You manifest the power contained in this dorje; if you are not a manifester, use your Intelligence for psionic attacks, if any, required by the power. This manifestation requires you to spend the action normally required to manifest the power.

 

PSIONIC DORJE, MINOR
This piece of crystal has been carved into a shape convenient to hold with one hand.
Implement - Dorje
Rarity: Common
PROPERTY
This item has 5 charges, and fully recharges at dawn each day.
This dorje contains a Devotion power.
If you are a manifester, while you are attuned to this item, you treat the power contained in this item as though it were on your powers known list.
As a free action, spend a charge. You manifest the power contained in this dorje; if you are not a manifester, use your Intelligence for psionic attacks, if any, required by the power. This manifestation requires you to spend the action normally required to manifest the power.

 

Orbs

Orbs are gemstones sanded down into something easy to grip with a single hand. The connection between gems and psionics has always been strong, but became particularly entrenched after Kotrit Wayveri attempted to destroy the very Force of psionics itself; instead, the powers of psionics became buried within the gems of the earth, and those who would practice the art had to hold a stone that contained the power they desired. Psionics has long since been freed from this prison, but gems retain traces of those powers, and can be used as a focus to improve a manifester's abilities.

Table

There will be a table of these here eventually.

Orb Descriptions

Descriptions of implements of the orb type.

 

ORB OF MENTAL DOMINION
A manifester channeling his mind through this orb gains mental prowess over foes, forcing them to relive the effects of a power.
Implement - Orb
Rarity: Common
PROPERTY
When you make a psionic attack against a creature's Will, when the target next makes a saving throw against that power, the target must roll twice and take the lower result.

 

ORB OF METAPLASMIC MANIPULATION
This ruby orb is perpetually coated in a thin layer of metaplasm.
Implement - Orb
Rarity: Common
PROPERTY
Whenever you create an object or creature with a psionic power, it gains additional hit points equal to your level.

 

ORB OF SUDDEN INSANITY
This orb holds a grip on your enemy’s sanity, forcing him to act in uncharacteristic ways.
Implement - Orb
Rarity: Uncommon
PROPERTY
As a swift, when you successfully deal psychic damage to a creature with a psionic attack, you force that target to make a basic melee attack against an adjacent creature of your choice as a free action.

 

ORB OF ULTIMATE IMPOSITION
This orb is significantly heavier than it looks.
Implement - Orb
Rarity: Uncommon
PROPERTY
As a reaction, when you hit a creature with a psionic attack that causes a status ailment, that creature suffers an item penalty to saving throws made to remove that ailment equal to your attunement bonus.

 

PSIONIC ORB
This simple quartz gemstone resonates with ancient psionic power.
Implement - Orb
Rarity: Common
PROPERTY
This implement has no additional properties.

 

Technological Implements

Gadgets and widgets are technological implements, used by engineers and machinists. Gadgets have a variety of effects that can improve your devices in some fashion, while widgets are self-contained devices which you can use a few times each day, even if you are not a student.

Gadgets

Gadgets are complex pieces of technology compressed into something that could be reasonably carried. Most gadgets have clips, cables, or tubes that are intended to be attached to other devices, allowing them to take advantage of the capabilities of the gadget, while others have small built-in printers or screens to display information for the user. Due to the nature of Technology, these devices often have extraneous functions, sometimes even superfluous details, to concentrate more "tech" into them, which can - at times - make them more reliable to function in areas hostile to Technology.

Table

There will be a table of these here eventually.

Gadget Descriptions

Descriptions of implements of the gadget type.

 

TECHNOLOGICAL GADGET
A simple widget, with a multitude of small functions that can enhance the function of other devices.
Implement - Gadget
Rarity: Common
PROPERTY
This implement has no additional properties.

 

Widgets

Widgets are essentially devices the creator has managed to work the kinks out of, and make "idiot-proof," so that anyone can use them.

If you are not proficient with technological implements, you suffer a -4 penalty to any technological attack made with a widget.

Table

There will be a table of these here eventually.

Widget Descriptions

Descriptions of implements of the widget type.

 

TECHNOLOGICAL WIDGET, MAJOR
This unwieldy contraption has a number of switches, levers, and a large red button marked "Go."
Implement - Widget
Rarity: Rare
PROPERTY
This item has 5 charges, and fully recharges at dawn each day.
This widget contains an Improved device.
If you are a student, while you are attuned to this item, you treat the device contained in this item as though it were on your devices known list.
As a free action, spend a charge. You activate the device contained in this widget; if you are not a student, use your Intelligence for technological attacks, if any, required by the device. This activation requires you to spend the action normally required to activate the device.

 

TECHNOLOGICAL WIDGET, MEDIUM
This unwieldy contraption has a number of switches, levers, and a large red button marked "Go."
Implement - Widget
Rarity: Common
PROPERTY
This item has 5 charges, and fully recharges at dawn each day.
This widget contains a Refined device.
If you are a student, while you are attuned to this item, you treat the device contained in this item as though it were on your devices known list.
As a free action, spend a charge. You activate the device contained in this widget; if you are not a student, use your Intelligence for technological attacks, if any, required by the device. This activation requires you to spend the action normally required to activate the device.

 

TECHNOLOGICAL WIDGET, MINOR
This unwieldy contraption has a number of switches, levers, and a large red button marked "Go."
Implement - Widget
Rarity: Common
PROPERTY
This item has 5 charges, and fully recharges at dawn each day.
This widget contains a Prototype device.
If you are a student, while you are attuned to this item, you treat the device contained in this item as though it were on your devices known list.
As a free action, spend a charge. You activate the device contained in this widget; if you are not a student, use your Intelligence for technological attacks, if any, required by the device. This activation requires you to spend the action normally required to activate the device.

 

Divine Implements

Used by priests, paladins, and incarnates, divine implements help focus the petitioner's prayers and provide a stronger channel to the Divine than just using the conduit provided by the soul.

Icons

The implement of priests and paladins, icons are literally the symbols of Saints and Lucavi, often embossed or painted onto metal or wood. In addition to icons representing specific Divine entities, icons can also be made that represent pantheons, or even simply the concept of the Divine itself - these "generic" icons can often be used by any petitioner, regardless of their religious affiliation. While many people throughout Trinity carry symbols of their patron Saint or Lucavi, icons are specially prepared and imbued with Divine power, granting their wielder enhanced command over existence.

Table

There will be a table of these here eventually.

Icon Descriptions

Descriptions of implements of the icon type.

 

DIVINE ICON
A pendant of silver embossed with the symbol of a starburst, the commonly-accepted symbolic representation of the Divine.
Implement - Icon
Rarity: Common
PROPERTY
This implement has no additional properties.

 

EMBLEM OF DAMNATION
Your pious hatred for an enemy is enhanced by this icon.
Implement - Icon
Rarity: Rare
PROPERTY
When you hit with a divine attack, as a swift action, the target gains vulnerable (damage) until the end of your next turn.

 

EMBLEM OF PERSEVERANCE
This icon glows with an inner light, preserving a fragment of your life force to bestow when you or an ally needs it most.
Implement - Icon
Rarity: Common
PROPERTY
When you hit with a divine attack, you can spend a healing surge as a free action; if you do, a dying ally of your choice within 20 squares of you gains hit points as if he had spent a healing surge.

 

ICON OF DIVINITY
This icon gathers the power of your divine attacks, allowing you to rechannel that might.
Implement - Icon
Rarity: Common
PROPERTY
When you hit with a divine attack, you can spend a healing surge as a swift action; if you do, your divinity ability will not consume a blessing at the start of your next turn.

 

ICON OF RENEWAL
You channel your conviction through this icon and grant yourself or a nearby ally remarkable regenerative powers.
Implement - Icon
Rarity: Uncommon
PROPERTY
When you use a divine attack to reduce a target to 0 hit points, you or one ally within 5 squares of you gains regen (potency 2) until the end of the encounter.

 

SYMBOL OF COURAGE
You draw strength from your pious devotion, which allows you to stand fast in the face of any terror.
Implement - Icon
Rarity: Common
PROPERTY
You and all allies within 5 squares of you gain an item bonus to saving throws against fear effects equal to your attunement bonus.

 

SYMBOL OF FREEDOM
This symbol allows you or one of your allies to shrug off certain debilitating conditions.
Implement - Icon
Rarity: Common
PROPERTY
When you hit with a divine attack, you or any one ally within 10 squares of you can make a saving throw against any effect that includes the dominated, immobilized, restrained, or slowed condition, with an item bonus to the saving throw equal to your attunement bonus.

 

SYMBOL OF REPROACH
This icon delivers a debilitating attack that saps your enemy’s vitality and impairs its ability to persevere.
Implement - Icon
Rarity: Common
PROPERTY
When you hit with a divine attack, the target suffers a -2 item penalty to saving throws and cannot regain hit points by any means until the end of your next turn.

 

Spreads

The implement of voidchildren, spreads - also sometimes called a "tarot" - are collections of cards imprinted with symbology pertinent to various nihilist philosophies. Often used in folk divinations, spreads are imbued with a sliver of Void power, and their usage can foretell the future or divine an individual's fate; in the hands of a trained nihilist, however, they can be used to further empower nihils.

Table

There will be a table of these here eventually.

Spread Descriptions

Descriptions of implements of the spread type.

 

VOID SPREAD
A set of lacquered cards, embossed with various symbols common to nihilist ideology.
Implement - Spread
Rarity: Common
PROPERTY
This implement has no additional properties.

 

Totems

The implement of shamans and druids, totems usually take on the form of carved wood or woven wicker, sometimes in the shape of an animal or representation of a force of Nature.

Table

There will be a table of these here eventually.

Totem Descriptions

Descriptions of implements of the totem type.

 

AUTUMN HARVEST TOTEM
This totem is fashioned from leaves and bone shards. It embodies the spirit of autumn and the inevitability of death.
Implement - Totem
Rarity: Common
PROPERTY
You gain an item bonus to damage from your natural gifts equal to your attunement bonus against bloodied creatures.

 

NATURAL TOTEM
A small carved piece of wood, shaped to resemble a tree.
Implement - Totem
Rarity: Common
PROPERTY
This implement has no additional properties.

 

SPRING RENEWAL TOTEM
This totem carries the primal magic of spring. It represents the power to restore life.
Implement - Totem
Rarity: Common
PROPERTY
Whenever you roll a natural 20 on a natural attack, one ally within Close range (30 feet) is healed for potency 2 damage.
POWERS
Power (Daily): As a free action, when you hit a creature with a natural gift, you can choose an ally within Close range (30 feet). That ally gains regen until the end of the encounter.

 

SUMMER GROWTH TOTEM
Summer brings growth, and the primal energy channeled through this item helps spawn vines that hinder your foes.
Implement - Totem
Rarity: Common
PROPERTY
Whenever you roll a natural 20 on a natural attack, the target of that effect is restrained until the start of your next turn.
POWERS
Power (Daily): As a swift action, you create a 20-foot radius emanation in which vines and other natural growth hinder your foes. Enemies treat the area as difficult terrain until the start of your next turn.

 

TOTEM OF THE HARRIER'S CLAWS
This totem, covered in owl feathers and talons, grants you the ferocity of a hunting bird against weakened prey.
Implement - Totem
Rarity: Uncommon
PROPERTY
You gain combat advantage against creatures that are suffering from the ongoing damage status.

 

TOTEM OF NATURE'S BALM
When you wave this totem, decorated with dried herbs, healing light streams forth from it.
Implement - Totem
Rarity: Uncommon
PROPERTY
Whenever you roll a natural 20 on a natural attack, one ally within Close range (30 feet) of your choice can spend a healing surge as a non-action.

 

TOTEM OF NEW BEGINNINGS
This bone totem gradually changes colors in your hand, shifting from green to grey to black to green again.
Implement - Totem
Rarity: Uncommon
POWER
Power (Daily): As a reaction, when you miss all targets with a natural gift, choose one ally within Close range (30 feet). Until the start of your next turn, if that ally make an attack that requires resource expenditure and misses all targets, that ally immediately regains all resources expended on that ability.

 

TOTEM OF THE NIGHT
This totem of blackened wood is shaped like a stylized bat, and allows you to pierce the veil of night.
Implement - Totem
Rarity: Uncommon
PROPERTY
You gain darkvision.
POWERS
Power (Daily): As a swift action, until the end of your turn, your natural attacks ignore cover and concealment (except total cover or total concealment).

 

WILDFIRE TOTEM
This charred totem grows hot to the touch as your enemy erupts in hungry flames.
Implement - Totem
Rarity: Common
PROPERTY
You gain an item bonus to saving throws made against ongoing fire damage equal to your attunement bonus.
POWERS
Power (Daily): As a free action, when you hit a creature with a natural gift with the [fire] descriptor, choose one - all enemies adjacent to you; all enemies adjacent to your target; or all enemies adjacent to a creature you have summoned. The chosen enemies take ongoing fire damage equal to your level (Ref save ends; DC equal to 10 + your natural attack bonus).

 

WINTER'S GRASP TOTEM
This totem is fashioned from dry wood and white fur. It embodies the spirit of winter and a time when nature sleeps and life grows weak.
Implement - Totem
Rarity: Common
POWERS
Power (Daily): As a free action, when you hit a creature with a natural attack, that creature becomes weakened until the start of your next turn.

 

Temporal Implements

Used by epochents, harriers, and oracles.

Pendulums

The implement of epochents and harriers, pendulums are timepieces imbued with motes of temporal energy. Not all are necessarily pendulums - some are watches, sundials, or hourglasses - but all are commonly referred to as pendulums.

Regardless of their form, all pendulums have at least one moving part, which moves without warning and sporadically: pendulums sway by themselves; the hands of a watch move erratically; the sands in an hourglass shift, sometimes even moving against gravity.

Table

There will be a table of these here eventually.

Pendulum Descriptions

Descriptions of implements of the record type.

 

DOUBLETIME METRONOME
This metronome ticks twice as fast as you'd expect, but it makes you pick up the pace.
Implement - Pendulum
Rarity: Common
PROPERTY
Whenever a jikuu allows you to teleport, you can teleport the same distance as you teleported using the triggering jikuu.

 

GRAVITONNE METRONOME
This metronome has a needle made of gravity-resistant material, and keeps ticking no matter what.
Implement - Pendulum
Rarity: Common
PROPERTY
You gain an item bonus on saving throws against the immobilized and slowed conditions.
When you gain immobilized, as a reaction you can spend a healing surge to end that status and teleport up to your speed.

 

HOURGLASS OF TIME'S GRASP
The sands in this hourglass fall slowly, and you can tap into this power to make your foes move slowly as well.
Implement - Pendulum
Rarity: Common
PROPERTY
When you make a temporal attack with a jikuu that affects an area, you can spend a swift action. If you do, all creatures in the area of the jikuu are slowed until the end of your next turn.

 

HOURGLASS OF TRANSPOSITION
This hourglass increases your command over space, allowing you to move allies to safety when invoking the powers of time.
Implement - Pendulum
Rarity: Uncommon
PROPERTY
When you make a temporal attack that targets an area, any allies in the area are teleported to the nearest unaffected space of your choice rather than be affected by the attack.

 

PENDULUM OF ALACRITY
The mote of time contained within this pendulum can be rapidly bestowed upon an ally, allowing them to act with alacrity.
Implement - Pendulum
Rarity: Common
PROPERTY
When you hit with a temporal attack, as a swift action you can choose an ally within 30 feet. That ally takes his next turn as soon as your turn ends; move his place in the initiative order to directly after your own.

 

PENDULUM OF TEMPORAL DISSONANCE
You can cause a hiccup in time to give your allies a tactical advantage.
Implement - Pendulum
Rarity: Uncommon
PROPERTY
As a swift action at the end of your turn, you can spend a healing surge. If you do, all combatants make Initiative checks and the combat proceeds in the new order of initiative. You and all your allies gain an item bonus to the initiative check equal to your attunement bonus.

 

PENDULUM OF THE TEMPORAL JUGGLER
This multicolored pendulum allows you to steal bits of time from your enemies to accomplish more than you normally could.
Implement - Pendulum
Rarity: Uncommon
PROPERTY
When you use a temporal attack to cause the dazed or stunned conditions, you can gain a move action as a reaction.

 

PENDULUM OF TIME'S CHASM
This elegant birch pendulum on an exquisitely-made silver chain is capped with a brilliant topaz, whose power can cast foes out of time.
Implement - Pendulum
Rarity: Rare
PROPERTY
When you hit a creature with a temporal attack, as a swift action, you can give that creature eject until the end of your next turn.

 

PENDULUM OF THE TRAVELER
This ruddy pendulum looks as if it has seen many lands and many times, and it offers you the same opportunities for travel.
Implement - Pendulum
Rarity: Common
PROPERTY
When you score a critical hit with a temporal attack, if you confirm the critical hit, you can instead teleport the target up to a number of squares equal to your attunement bonus, instead of dealing extra damage.
Whenever you shift, you can instead teleport the number of squares you would have shifted.

 

QUICKENING METRONOME
This metronome doesn't just count moments - it sometimes creates them for you in moments of great need.
Implement - Pendulum
Rarity: Uncommon
PROPERTY
When you hit with a temporal attack using the highest grade jikuu you can access, you can use a basic jikuu as a free action.

 

TEMPORAL PENDULUM
A simple iron weight on a length of iron chain, which twitches and sways even when there is no wind or motion to move it.
Implement - Pendulum
Rarity: Common
PROPERTY
This implement has no additional properties.

 

Records

The implement of akashics and learners, records are often spherical blue gems into which memories have been imbued; however, they can take many other forms, such as stones etched with ancient writing, small discs that project images, or music records that play music.

Regardless of their form, records - in this sense of the term - are often made with a specific memory, which imprints into the wielder's mind and empowers their abilities in some fashion. It may be the memory of a tough-won victory, the grief over the loss of a loved one, or surprise in the final moment before death: records carry whatever memory is necessary to successfully imbue the memetic powers within into the wielder, with the more powerful the implement, the more powerful the memories.

Table

There will be a table of these here eventually.

Record Descriptions

Descriptions of implements of the record type.

 

JAMISON'S WORKSHOP KEY
An orichalcum key, more symbolic than utilitarian, the size of a small tree branch. Set in the handle inside nigh-unbreakable crystal is a faded portrait of a gnomish family, singed and warped as though it had been in a terrible fire. The key pulses with energy, the last relic crafted by an aging sage...
Implement - Record
Rarity: Mythic
PROPERTY
You gain an enhancement bonus to saving throws against effects produced by Dragons equal to double your attunement bonus.
You lose all vulnerabilities to damage, and cannot gain vulnerability to any damage type.
You gain immunity to fire.
Any ability you use is empowered in respect to Dragons.
You gain innate libra against Dragons. (A creature with libra knows the current hit points, weaknesses and resistances, and Force alignment of any creature they look at within 60 feet.)
Special: This implement's daily power is only usable after this item has been attuned for a week.
POWERS
Power (At-Will): As a standard action, you can attempt to control a Dragon. Make a memetic attack against a Dragon you can see within 60 feet, resolved against Will; if you hit, you control the creature until the start of your next turn; if you miss, you are dazed until the start of your next turn.
Power (Encounter): As a reaction, when you are subject to an effect that deals energy damage caused by a Dragon, gain immunity to that energy type until the end of the encounter.
Power (Encounter): As a reaction, when you hit a Dragon with an effect that deals energy damage, you can grant that effect penetrating. (A penetrating effect ignores any effect that would reduce its damage.)
Power (Daily): As a standard action, you teleport to Jamison's Workshop, a memetic space woven into the world memory. This power only functions when near the physical space into which this memetic space is woven. You can return from the workshop as a free action; you return to the space where you used this power.

 

MEMETIC RECORD
A plain stone, sanded down to be smooth to the touch, that glows gently with a blue diffuse light.
Implement - Record
Rarity: Common
PROPERTY
This implement has no additional properties.

 

RECORD OF AMBUSH TRIUMPHANT
A glowing blue stone containing the memory of a successful ambush.
Implement - Record
Rarity: Common
POWERS
Power (Encounter): As a reaction, when you successfully make a memetic attack against a creature, that creature grants combat advantage to you and all allies until the start of your next turn.

 

RECORD OF FAMILY LOST
A glowing blue stone containing the memory of the loss of a close relation.
Implement - Record
Rarity: Common
POWERS
Power (Daily): As a reaction, when you would gain the confusion ailment, you negate the ailment.

 

RECORD OF MEMORY RECLAIMED
A glowing blue stone containing the memory of an old man recalling the events of his youth.
Implement - Orb
Rarity: Uncommon
POWERS
Power (Encounter): As a free action, when you use a meme, it immediately recharges.

 

SEEKS-BEYOND-CURTAINS, MEMORY OF THE HIDDEN UNVEILED
A seemingly normal book, imbued with memories ancient and powerful by an akashic who delved through the sands of time in search of knowledge. Yet in the space between moments, secrets lie hidden - and sealed within this tome lies the key to one such moment...
Implement - Orb and Record
Tool - Knowledge
Rarity: Mythic
Force: Psionic, Blue
PROPERTY
You gain truesight with a 20 foot radius.
Psionic and memetic attacks you make with this implement deal +2d6 psychic damage against creatures with the Vesuvanati quality.
You gain immunity to unwanted telepathy.
You gain immunity to libra.
You gain immunity to assay.
You cannot be detected with thoughtsense.
You gain innate blur. (Targeted attacks against a creature with blur have a 20% chance to miss.)
POWERS
Power (At Will): As a standard action, you can examine a single creature within 60 feet. You learn all the mental status ailments the target is suffering from.
Power (At Will): As a move action, you can fold this item in on itself, turning it into a hilt for a jedi weapon. When you do, it ceases to be a Tool - Knowledge and becomes a Weapon of the type you can manifest. You can revert it to its normal form as a move action. If you are not a jedi, this ability does not function.
Power (Daily): When a creature within 60 feet of you is charmed, controlled, or dominated, as a free action you can make a psionic or memetic attack (your choice) against the effect's DC. If you hit, you remove the effect, and the target of this ability is immune to the charmed, controlled, and dominated conditions for five minutes or until the end of the encounter.
Power (Daily): When you are aware of a creature impersonating you (by shape, voice, mind, or any other means of impersonation), as a free action you can cause yourself to glow bright blue in the vision of your allies (this affects your body, your words, and your thoughts - the manifestation of this effect on your voice and thoughts is difficult to describe, but it is obvious to all allies if you are the source of words or thoughts for the duration of this ability). This effect lasts for ten minutes.


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