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Mohkba Mania: Magic Shooter Marble

Marble-Magic-ItemMagic Shooter Marble
Aura faint transmutation; CL 4th
Slot none; Price 4,500 gp; Weight


This 1-inch polished emerald marble is translucent green and flawlessly crafted. Not a single nick, scratch or scuff marks its surface.

This enchanted shooter marble was created to give its user an edge when playing a popular game of marbles known as “Mohkba Mamba” which is played by wealthy children who live in its namesake city. The magic shooter marble provides its user with a +5 bonus to skill checks related to playing the game.

When used by a Minuscule or Infinitesimal creature, the marble instead functions as a portable ram granting the user a +2 circumstance bonus on Strength checks made to attempts to batter objects and break open doors (or door-like objects such as grates, shutters or lids). If a second person helps, this bonus is automatically increased by +2. The magic shooter marble can be rolled at a distance towards any target within 10 ft. of the user and will still function as a portable ram.

If the magic shooter marble is within 10 ft. of its user when a command word is spoken it gently returns to its user. When returning it rolls upon the ground and around or over any obstacles that do not completely block its path. If the only viable path to return to the user would result in damaging the marble, it instead waits for another viable path to become available before continuing.

Requirements Craft Wondrous Item, a solid emerald shooter marble worth 500 gp, mage hand; Cost 2,500 gp

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Mohkba Mania: Piercing Needle

Piercing Needle
Aura faint transmutation; CL 4th
Slot none; Price 14,800 gp; Weight
piercing needle

this long sewing needle is unremarkable upon first glance, when looking more closely you can see a blue aura emanating from the sharpened bit of metal.

This +1 dart has a range increment of 30 feet. When using a piercing needle to make an attack roll, its wielder can make a Sleight of Hand check first (opposed by a Perception check made by the target); on a success, the piercing needle only deals 1 point of piercing damage but the attack is completely unnoticed.
In the hands of a Miniscule or Infinitesimal creature, a piercing needle instead acts as a +3 lance that deals 1d6 damage piercing damage on a successful hit; on a critical hit, the piercing needle increases its critical multiplier by +1.

Requirements Craft Magic Arms & Armor, a dozen sewing needles, lead blades; Cost 7,400 gp

[For more information on Minuscule and Infinitesimal creatures and some insight on the mechanics of the piercing needle, tune in for this Meta Thursday! —MM]

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Wandering Wasteland: Contraband Cypher

Contraband Cypher
Aura none (special circumstances); CL 20th
Slot none; Price 128,000 gp (lesser), 320,000 gp (greater); Weight 2 lbs.

This small 3-inch cube is crafted from refined alligotonium and appears to be an amalgam of smaller 1-inch cubes. Mostly sienna in hue, the middle cubes in the center of each larger face have been dyed a unique color.

A contraband cypher is a magic puzzle box made up of 26 identically-shaped 1-inch alligotonium cubes arranged to form a larger cube—each side consisting of nine exposed faces of the smaller cubes. There is no center cube within the larger arrangement, allowing for any one of the smaller cubes that make up the center square on each side of the larger paradigm to be depressed inward until it occupies the open space in the core of the puzzle box. When closed, the smaller cubes of a contraband cypher cannot be pulled apart by any means that wouldn’t totally destroy the magic item.AAW_MagicItem_Monday_Contraband_Cypher
The smaller cubes are held together in the form of the larger cube by an attracting arcane force that draws each inwards towards the center of the box. However, when a smaller cube is depressed into the core of the larger construct, it automatically shifts back to its original location when released, once again vacating the empty space inside the puzzle-box. In this way the middle cube comprising each of the six faces of a contraband cypher can be depressed, one at a time, like a button.
The cubes that can be depressed are uniquely hued for identification (carmine, cerulean, verdant, titian, perse, and ashen).
To open a contraband cypher, the buttons on each of its faces must be depressed in a specific order to solve a combination. When the combination has been input, the smaller cubes suddenly expand outward to float, spin, and twirl in midair as they orbit around an ardent spherical field containing an extradimensional space within (and any items that were stowed inside).
A successful DC 30 Disable Device check reveals the first button to be pressed in the contraband cypher’s combination. Subsequent successful Disable Device checks (DC 30 + 5 for each new part of the combination) reveals the next button in the combination.
When the box is opened, items stowed within the extradimensional space float weightlessly inside the spherical field as the small cubes continue to erratically orbit its outer edges. If an item is placed into the extradimensional space that would push the weight capacity of a contraband cypher over its limit, that item falls to the ground.
A full-round action is required to open a contraband cypher, and it remains open for 1d4 minutes. Then the small cubes are automatically drawn back together, securing any items floating within the spherical field by compressing the opening to extradimensional space within the core of the puzzle box. When closed, this extradimensional space functions as a vacuum. The alligotonium construction of the puzzle box makes the interdimensional space contained within immune from outer planar confluences—as long as the box remains closed, the interdimensional space contained within remains unaffected by the presence of an extradimensional space (such as a bag of holding).
     A lesser contraband cypher conceals a 1 ft. spherical extradimensional space that can hold up to 25 lbs., and requires a combination of three buttons to solve.
     A greater contraband cypher conceals a 3 ft. spherical extradimensional space that can hold up to 50 lbs., and requires a combination of five buttons to solve.
While a contraband cypher is closed, it generates no aura and masks the auras of any magic items contained inside as well as providing those items within with spell resistance (SR 25) which it also shares.
A contraband cypher retains the overall mass of the contents stowed inside, causing it to seem unusually heavy when the extradimensional space is being utilized.
The combination of a contraband cypher can be reset by a creature familiar with the current combination (DC 20 Use Magic Device check). This is done by rearranging the colored cubes as they orbit around the extradimensional space when the puzzle-box is open; failure results in a totally random new combination.
To determine a random combination due to recombination failure or determining the existing combination of a discovered contraband cypher, roll 1d6 for each part of the combination and use the following chart:
1d6    Cube to be depressed
1          carmine
2          cerulean
3          verdant
4          titian
5          perse
6          ashen

Requirements Craft Wondrous Item, Enlarge Spell (for greater contraband cypher only), create demiplane (CL 15th), mask dweomer (CL 5th), ½ lb. of refined alligotonium; Cost 64,000 gp (lesser) / 160,000 gp (greater)

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Wandering Wasteland: Striding Boots

striding-boots-rick-h1Striding Boots
Aura moderate abjuration; CL 7th
Slot feet; Price 3,750 gp; Weight 1 lb.

This pair of thigh-high glossy black oilskin boots have been meticulously polished but there are still stains of brownish dirt and grit across their tongues and quarters.

Striding boots increase the wearer’s speed to a maximum of 40 ft. for tactical movement, 400 ft. for local movement, and 4 miles (per hour) or 32 miles (per day) of overland movement. The wearer’s speed is not changed when they are traveling at a hustle or using the run action.
The wearer of striding boots also treats all overland terrain as moving upon a trail across plains as long as they are walking. This does not supersede any requirement to climb obstacles. Moving at any speed greater than their walking speed negates the effects of striding boots.
The wearer of striding boots may walk for 12 hours (instead of 8) before entering into a forced march.

Requirements Craft Wondrous Item, freedom of movement; Cost 1,875 gp

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Wandering Wasteland: Lens Shard

Lens Shardlens shard (reduced)

Aura faint divination; CL 1st
Slot none; Price 13,110 gp; Weight 25 lbs.

This faintly luminescent crystalline shard has been fashioned into finely polished convex lens. The dense multihued glass-like jewel stands roughly a foot tall but weighs much more.

A lens shard has the ability to intensify both negative and positive energy channeled through it, increasing the dice of channeled energy by one step (from d6 to d8).
A lens shard can replace both the focus and divine focus components of the scrying spell. Scrying through a lens shard also increases the DC of the Will saving throw to resist the spell by +1. When used while crafting a magic item, the lens shard allows the crafter to increase any applicable caster level of spell effects by one level.
If applying the downtime system, a lens shard used by an organization grants a +1 boon to Magic.

Requirements Craft Wondrous Item, ceremony, crystal shard of applicable size and shape from the Sea of Shards; Cost 6,550 gp

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Wandering Wasteland: Goggles of Revealing


Goggles of Revealinggoggles of revealing
Aura faint divination; CL 6th
Slot head; Price 6,000 gp; Weight 1 lb.

This heavy set of brass framed, crystal-lensed goggles are affixed firmly to a riveted basket casque constructed of woven leather straps. The dark green, nearly opaque lenses obscure the eyes of the wearer and the thick golden-hued metal frames make them appear overall unwieldy and uncomfortable to wear.

The wearer of goggles of revealing can activate them twice per day to see invisible objects (not creatures) for one hour as see invisibility (CL 6th) as well as any invisible graffiti within line of sight. In addition the wearer of goggles of revealing gains a +5 circumstance bonus to Perception checks when searching for secret doors and invisible objects. Creatures attacking the wearer of goggles of revealing increase the bonus granted for flanking a defender by +1 and the wearer suffers from light sensitivity while the goggles are worn (creatures with light sensitivity increase their penalty to Perception checks to -3).

Requirements Craft Wondrous Item, see invisibility; Cost 3,000 gp


Invisible Graffiti
Aura faint illusion; CL 1st
Slot none; Price 190 gp; Weight 5 lbs.

This cork-stopped flask is filled with an oily substance as clear as pure water.

When invisible graffiti is spread or spilled over an object it immediately evaporates, leaving behind no visible trace. Any effect that would allow a creature to see invisibility reveals a bright orange marking where the substance evaporated but it cannot be revealed by any other effects that would reveal a magical aura or illusion. Though invisible graffiti requires magic to craft, the invisible markings it leaves behind are a natural molecular effect of the substance and persist for 1 week unless washed away by water. One flask of invisible graffiti contains enough material to cover 10 square feet.

Requirements Craft Wondrous Item, vanish; Cost 95 gp
Goggles of revealing and invisible graffiti are used to pass covert messages between agents in public spaces. They may also be used to mark a target for assassination, locations for secret meetings, or indicators of nearby traps.




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