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Enlightened and magic related - Roleplay Lore
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Enlightened and magic related

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Enlightened, Magic and Magic Related

Item Price Item Price Item Price
Acid (1-Pint Flask) A flash of corrosive liquid that can eat through most non-metal substances 10 gm Acid Bulb Consists of a thin, hard, spherical shell that is filled with acids and usually attached to the end of a long thrusting weapon, such as a spear. Usually found in use by undersea cultures. 90 gm Acidic Tar (½-Pint Flask) This thin glass flask contains a quantity of sticky, acidic tar that sticks to whatever it touches. 50 gm
Alchemist’s Fire (1-Pint Flask) This is a sticky, adhesive substance that ignites when exposed to air. You can throw a flask of alchemist’s fire as a grenade-like weapon to cause quite a bit of damage to an object or opponent. 20 gm Alembic, Greater A complex piece of glassware useful for alchemists, the greater alembic handles several mundane boiling and separating tasks automatically, allowing the user to concentrate on other, more important processes. 100 gm Antitoxin (Vial) Used to combat the effects of certain types of poisons. Antitoxins are specific to the poison that it is designed to combat. 50 gm
Appraisal Kit Contains a variety of tools for identifying substances, alloys and methods of manufacture. 50 gm Barrister Case An armored case capable of holding up to four books in complete safety from nearly any element. 250 gm Book, Common Books like this are written after the Valterrian usually by average, everyday people with any ability to write. 5-10 gm
Book, Average These are books written after the Valterrian usually by someone with a bit of education or moderate knowledge of writing. 50 gm Book, Exquisite These are books written after the Valterrian usually by trained scholars and accomplished writers. 100 gm Book, Pre-Valterrian These rare books are written prior to the Valterrian and are treasures unto themselves. 100-500+ gm
Burning Glove This thick leather glove has an interior lining of fire resistant hide; its surface covered with sticky tar and a variety of reagents. The glove is gradually consumed when lit and may cause light harm to the wearer. 50 gm Candle A candle clearly illuminates a five-foot radius and burns for one hour. 1 cm Candle, Bright A bright candle has a mix of alchemical ingredients in it, causing it to give off as much light as a torch. These candles last for thirty minutes rather than a full hour. 1 gm
Candle, Cold A cold candle looks like a normal candle, but instead of a wick it holds a strange alchemical substance that burns while not giving off heat; only light.. It illuminates a five-foot radius and lasts for one hour. The candles burn underwater as well. 1 gm Candle, Relighting A re-lighting candle cannot be put out by any means short of complete suffocation (such as submersion) after being lit. Anything else simply puts the candle out for a few seconds, after which it re-ignites. 1 sm Candle, Standing This six-foot tall, one-foot wide candle stands upright on any flat surface. It clearly illuminates a 25-foot radius and burns for 10 hours. The surface of a standing candle is often inscribed with runes, symbols and other markings that make it appear mystical or magical. 2 gm
Candle, Self-Lighting A self-lighting candle has an alchemical starter mixed in with the wick. By twisting the wick sharply it is possible to light the candle without the application of fire. A self-lighting candle is in every other way a normal candle. 1 gm Candle, Smoking When lit, this candle produces thick colored smoke. The color of the smoke is determined when you buy the candle. This smoke does not provide any concealment bonus but it does look impressive. 5 sm Candle, Sparking A sparking candle shoots out fist-sized balls of multicoloured sparks every thirty seconds to a minute. These candles clearly illuminate a five-foot radius and last for ten minutes. The sparks are harmless but might light particularly flammable objects. 5 sm
Chortle Bomb These glass flasks contain a few ounces of animal dander. When thrown or dropped, the flasks break on impact and the dander explodes into the air. This causes choking and sneezing to those within a 10' radius. 100 gm Concealing Ring This ring has a large stone set in an ornate setting. The setting contains a cunningly concealed hinge and clasp, allowing the stone to rotate aside. Under the stone is a small compartment, capable of containing a single dose of poison or other powder. 50 gm Darkfire Orb Darkfire orbs are four inches in diameter and have been diluted with non-flammable mineral powder to give them a burn time of one hour. The orbs can be placed in lanterns, wall sconces or other non-flammable receptacles and used as torches that increase the range of darkvision by 30 feet. 50 gm
Darkfire Stick These four-inch-long sticks of darkfire are commonly used for quick signaling, as they only burn just under a minute When lit, they extend the range of darkvision by 60 feet and the glow is visible to darkvision from as far away as 500 feet. 25 gm Familiar’s Pack A way for familiars and animal companions to travel in style, this pack is crafted to provide comfort and protection for its occupant. Food pouches, a bladder for water, washable bedding and litter collection are all amenities the familiar’s pack offers. 90 gm Familiar’s Pack, Plated The same as a familiar's pack but with steel plating sewn in to provide added protection. 150 gm
Fire Gloves Many alchemists find that they need to handle very hot objects for extended periods of time. These gloves were made to meet that need. They have heavy hide on the palm surface, backed by non-conductive fibers from a particular kind of stone and a thin, metal mesh. The innermost layer is typically heavy cloth. 10 gm Fireproof Oil Distilled from a variety of inflammable liquids, materials and reagents, fireproof oil increases the capacity for an item to resist the effects of fire and extreme heat. Each dose of this fluid may be used to coat one Medium-size or smaller object. For 24 hours after the solution is applied, the object gains an almost complete immunity to normal fire. 50 gm Flare Paste A heavy, black, slightly sticky substance that comes in a thick glass jar. The jar contains enough of the paste to cover a 10-foot by 10-foot area. When ignited, the paste burns for 20 seconds, doing damage every second to anyone that touches it. The paste burns bright white and ignites any flammable materials that touch it while it burns. 5 gm
Fox Fire (½-Pint Flask) Foxfire is the common name for the faintly luminous oil made by many alchemists. This oil does not provide enough light to see by, but does clearly outline whatever it covers in low light or darkness conditions. If contacted by bare flesh, it will create burns similar to those caused by prolonged exposure to the sun. 10 gm Isurian Gum One half-inch square of this gum will suspend five pounds of material at any angle from any surface solid enough to hold the weight without crumbling. Removing an item held by it after it has been in contact with it for one full minute (including one’s self, which encourages swift use) requires quite a bit of strength. 10 gm Gelatinous Breath This foul-smelling slime comes in a watertight leather pouch and can be inhaled through the nose and mouth to grant its user the ability to breathe underwater for up to three hours. Once inhaled, the user must enter the water within no more than 10 minutes or begin suffocating as the gelatinous breath prevents air breathing for all but the last 5 minutes of its duration. 250 gm
Glitter A pouch of glitter contains a powder that, when exposed to air, flares into brief luminescence. A pouch contains enough glitter to cover a single five-foot area. Everything in that area is covered with the glitter. 25 gm Hastening Oil (10 Applications) The alchemical opposite of Isurian Gum, hastening oil makes an item or person coated with it extremely resistant to any form of adhesion. The effects last for up to two hours. 300 gm Ice Cutter A combination of two substances that, when poured onto ice, melts it at the rate of one inch per 10 seconds. Each vial of ice cutter can cover a five-foot square and cut though up to four inches of ice. 15 gm
Ice-Maker A non-toxic alchemical mixture that, when mixed and poured into water, chills the water down below the freezing point. A single pouch of ice-maker can freeze a five-foot square of still liquid in ten minutes. 25 gm Identification Kit Sometimes an alchemist does not have the space to carry around an entire lab, but does need to identify potions. The identification kit was designed to meet this need. It contains carefully measured reagents, a few simple tools and a variety of vials. 50 gm Ink (1 Oz. Vial) This is black ink. You can buy ink in other colors but it costs twice as much. A single vial of ink holds one ounce. 8 gm, Colored 16 gm
Inscribing Paint Sometimes you just need an impressive looking, inscribed symbol very quickly. This paint does the job, containing both metallic and black elements in a special mixture. When used to scribe fine lines this paint makes it look as though the lines are actually inlaid into the substance, not just painted on the surface. This is particularly useful for creating circles and runes. A pot contains enough paint to inscribe a 10-foot radius area. 3 gm Jester’s Bell Alchemists hang these over their equipment to warn them of escaping vapours they might not be able to see or smell. 10 gm Otterskin Waterproofing can be an important consideration for all sorts of containers. This treated animal hide, backed with plant oils and alchemical derivatives, can be wrapped around any object to provide a water-tight seal without altering or damaging the protected item. Otterskin offers a great way to protect easily-ruined individual items such as books or other vulnerable pouches on long journeys. 90 gm
Paper (Sheet) A white sheet of paper made from cloth fibres. 4 sp Parchment (Sheet) Goat hide or sheepskin prepared for writing on. 2 sp Robe, Alchemist’s An alchemist’s robe features specially designed pockets and reinforced layers of padding to hold and protect alchemical items, while keeping them accessible. Up to 10 items weighing less than one pound each can be kept in the pockets of this robe and up to 4 larger items can be stored within its special harnesses. 10 gm
Robe, Arcane Sometimes it is important that a spellcaster look impressively magical. This thick robe does the trick, having sweeping sleeves, elaborate embroidery and enough extra cloth in it to weigh down a frail scholar. 55 gm Robe, Deep Pockets These robes have small storage pockets sewn throughout their sleeves, inner surfaces and other areas, each designed to be easily accessible, even under the most stressful circumstances. The wearer of these robes may designate up to 24 Tiny or smaller items to hide within this clothing. 7 gm Robe, Shadowsilk A shadowsilk robe is usually dyed black or dark gray and includes padded shoes and sound-absorbing panels to reduce the sounds one makes while moving. 35 gm
Robe, Winterbane Quilted and thickly padded, a winterbane robe is designed to keep in as much of the wearer’s body heat as possible. Winterbane robes can be laced closed from neck to ankles and come with a drawstring hood that can enclose almost all of the wearer’s face to provide maximum warmth. 20 gm Ruler, Wizard’s Cloth 50' of thin silk ribbon serves as a precise measuring device and a constant reminder of correct distance estimates. 80 gm Rust Orb Very difficult to create, the alchemical concoction inside these three-inch-wide glass orbs causes metal to corrode very quickly. The affected item falls to pieces in seconds, becoming useless. The size of the object is immaterial; a full suit of armour rusts away as quickly as a sword. 550 gm
Scroll, Waterproof This is a scroll written with waterproof inks on water-resistant parchments and then sealed in a watertight container. +10% to the cost Scrollcase, Isurian Steel This heavy, thick case is extraordinarily difficult to destroy 500 gm Scrollcase, Leather A simple, hollow, leather tube designed to hold rolled-up sheaves of parchment, a scrollcase is a handy tool for preserving and protecting scrolls. 1 gm
Scrollcase, Watertight Constructed out of tin, the caps at either end of this scrollcase are sealed with wax to prevent water running inside and ruining the contents. 5 gm Smokestick This alchemically-treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube. The stick is consumed after 10 seconds and the smoke dissipates naturally. 20 gm Staff, Arcane Made from wood that is either naturally or stained black, this heavy staff has gold inscriptions on it. The inscriptions are stylized and are more often simply impressive-looking nonsense. The narrow end has an elaborate metallic spike on it. The head will typically have either a stylized depiction of some animal (eagles and dragons are popular) or a massive, rough crystal. An arcane staff tends to break when struck firmly against something, but it does help one look like an intimidating manipulator of Djed. 100 gm
Staff, Explorer’s This smooth, hardwood staff has a few metal fixtures on it that makes it somewhat useful to the traveler. Unlike many staves, it has a single, flat side making it possible to set it down without it rolling off. It has a heavy, metal loop attached near the middle of the staff, just above the handgrip. Furthermore, the staff can bear up to 200 pounds at its center point, allowing it to be used as a brace, leaver, or even anchor without causing a huge amount of concern. Finally, the staff has a slotted foot to which a spike can be attached, aiding in balance so to keep footing on icy surfaces. 15 gm Staff, Extending This item, when purchased, comes in the form of 10 one-foot sections of wood and a pair of metal caps. The sections of wood are set with metal on each end; one bears screw threads and the other is a sheath tooled to accept those threads. As many sections as desired can be put together, resulting in a staff as long as the bearer wishes. 75 gm Staff, Final Strike This heavy, metal staff is dangerous to use, dangerous to hold and deadly to be around. The surface of the staff is typically scored with a crosshatch pattern and around the middle of the shaft is a single, gold band. Despite its sturdy appearance, the final strike staff is actually hollow. Inside it is a dense pack of explosive powder. When the golden ring receives a sharp blow the staff explodes, doing moderate damage to everyone within a 10-foot radius. Whoever is holding the staff also suffers harm. 150 gm
Staff, Fire A fire staff is a hardwood staff with an expendable glass top and a gold-lined reservoir in the upper part of the shaft. The reservoir contains alchemist’s fire. The first attack made with a fire staff, if it succeeds, the glass top shatters, spreading alchemist’s fire on the target. 45 gm Staff, Kestrel Stand A specially-crafted staff with a foot-long, perpendicular rod attached with a hinge to its upper end, this item serves as a way for avian familiars and animal companions to rest within arm’s reach of their masters. 50 gm Staff, Light This hardwood staff is typically made of a light-colored hardwood, such as maple or birch. It has a solid central shaft and tightly bound metal ends. The top end has a crystal cap, under which the wielder can fit a fuel-less light source. This allows the wielder to carry a light source with him without compromising his ability to protect himself. It is possible to use the staff as a weapon without damaging the light source, so long as it is not used as a dual weapon. 25 gm
Staff, Hollow Core These deceptively simple staves look like any other ordinary, fairly thick (three-inch-diameter), wooden staff. However, in reality they have a hollow, metal core and at least one way of accessing the central shaft. Detecting the access point is difficult and the access point may or may not be secured with traps. The staff can store a total volume equal to one cubic foot of material, so long as no part of the material is greater than ¾ of an inch wide. The staff is typically used to carry sensitive letters and other small objects that the wielder would rather other people not see. 150 gm Staff, Sage A wooden or metal walking staff with a built-in podium on its upper end, these items are invaluable to scholars who find themselves reading while they travel. While they serve few other useful functions, the sage staff does provide a subtle focus for those who use them constantly. 75 gm Stinging Smoke This glass flask contains a light, acrid dust. When the flask breaks open, the dust flies into the air in a great cloud, looking like smoke. The dust is extremely painful to the eyes, causing all within 10 feet of the point of impact to shut their eyes, becoming effectively blinded. The cloud lasts for a couple of minutes before dissipating. 35 gm
Sunrod This one-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and glows for six hours, after which the gold tip is burned out and worthless. 2 gm Tindertwig The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. 1 gm Traveling Chest A three-foot by two-foot rolling chest on a leash, traveling chests are a common hallmark of individuals constantly on the go. A traveling chest can contain an entire, carefully-packed, alchemy lab, a vital scrolls and potions, or any number of arcane or alchemical paraphernalia. 100 gm
Water Clock This large, bulky contrivance gives the time accurate to within half an hour per day since it was last set. It requires a source of water and must be kept still because it marks time by the regulated flow of droplets of water. It is primarily an amusement for the wealthy and a tool for the student of arcane lore. Most people have no way to tell exact time and there is little point in knowing that it is half-past-two if nobody else does. 1,000gp