ARCANE SORCERY
Arcane Sorcery
brass and crystal sphere adds a +2 competence bonus to the check and one day to the creation time required for any given project. Alchillary Sphere: 250 gp, 2 lb.
M
agic is the first tool of choice for both the wizard and the sorcerer, yet there are times when a sharp dagger is more useful than a cone of cold or meteor swarm. During expeditions to the wilderness and dark dungeons, arcane spellcasters face unique hazards in comparison to their comrades. They are extremely vulnerable to physical attacks as they rarely wear armour and, if forced to fight, the weapons they carry are rarely effective. Many attempt to remedy these weaknesses with spells and magical or mundane equipment. While magical incantations are normally an effective means to drive away attackers and stave off injury, few master enough spells to guarantee their safety at all times, particularly when they face a series of battles during the course of a day. Even a mundane tool is more reliable and easier to use than an equivalent spell.
Cabalistic Robes
These fine robes are embroidered with fine precious metal filaments and inset with consecrated gems, each of which has a mystical significance. Cabalistic robes do not detect as magical, but they have a pseudo-magical effect when worn during the casting of any abjuration spell. As long as the robes remain worn during the entire duration of an abjuration spell cast by the wearer from his or her own memory (not cast from a scroll or other magical item), the spell is cast for all intents and purposes as if it were one level higher. This effect does not increase damage, but it will increase range, duration, and other level-dependent variables. The spell’s save DC remains the same.
Alchillary Sphere
The process of alchemy is a complicated one, with a hundred different things that can go wrong at any point during the formulation of each new item. Some of these complications can be avoided through careful calculations and planning. While the Craft (alchemical) skill factors in these calculations, specialized equipment can provide an additional level of preparation. The alchillary sphere is a calculating device with dozens of wheels and orbs all pivoting around each other; the juxtapositions of these sphere represent chemical reactions that can occur during alchemical creation. Using an alchillary sphere requires an Intelligence of 16+ and a Dexterity of 13+ to operate its delicate moving parts. When used in conjunction with the Craft (alchemical) skill, this
Cabalistic Robes: 2,000 gp, 5 lb.
Cold Manacles
Lightly enchanted with ice magic, cold manacles produce a chilling effect when used to bind small or medium-sized characters, subduing the prisoner quite effectively. The wearer’s Strength suffers a –4 circumstance penalty and a Will save (DC 11) must be made before any attempt to break through them. To break cold manacles requires a Strength check (DC 28). They have a hardness of 11 and 15 hit points. Locks for cold manacles must be purchased at an additional cost. Cold Manacles: 375 gp, 2 lb.
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