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MABARAN RESONATOR CREATING O MMON MAGIC IT M S
This dread device draws on the power of Mabar, in Normally, a magic item n Eberron s created using the
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fusing the dead with the malign energy of the Endless
Night. While it is active, any humanoid that dies within crafting rules in the Dungeon M a ster's Guide or X a na
thar's Guide to Everything. But if you have a dragon
2 miles of the resonator reanimates 1 minute later as a shard, you can more easily create a common magic item.
zombie (see the Monster Manual for its stat block) under To create such an item with a dragonshard, a charac
the control of the creature controlling the device.
ter must have proficiency in the tools used to create a
MASTER'S CALL nonmagical version of the item or proficiency in the Ar
While this looks like a scrap heap assembled from cana skill. For example, a potion of healing can be cre
shattered constructs, this eldritch machine possesses ated by a character who has proficiency with the herbal
great power. A creature in control of it can sense the ism kit. A spellcaster can scribe a spell scroll of a spell
presence and location of all warforged within 10 miles they know if they have proficiency in the Arcana skill,
of the device and can, as an action, send a telepathic and they must provide all material components required
message to them laced with enchantment magic. Such a for the spell. A cantrip scribed onto a scroll works as if
message can be sent no more than once every 24 hours. the caster were 1st level.
A warforged who receives the message is compelled The Creating Common Magic Items table states how
to follow one command contained within it, unless the much time and money you must spend to craft a com
warforged succeeds on a DC 12 Wisdom saving throw. mon magic item with a dragonshard, which is expended
The affected warforged breaks free of the command in the creation process. The hours of creation can be
after 24 hours. spread over multiple days, which needn't be consecutive.
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SPELL SINK CREA I N G COM M O N M A G I C ITEM S
This device emanates an antimagic field (same effects as Common Magic Item Time Cost
the antimagic field spell) in a radius of 1 to 3 miles. The Spell scroll (cantrip) 8 hours 15 gp
field can be activated or deactivated as an action with a
Potion of healing 8 hours 25 gp
touch by its controller. Any other common magic item 32 ho r s* 50 gp''
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The form that the device takes depends on the nature
of its creator. The Ashbound druids despise unnatural ;,Halved for a consumable item like a potion or scroll
magic, so a spell sink created by them might be a living
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artifact, such as a twisted tree that consumes the magi C R AFTING O MPLICATIONS
cal energy around it. Conversely, a spell sink created by If the DM is using the crafting rules in Xanathar's Guide
a mad artificer might be a massive vessel composed of to Everything for items that aren't common, the creation
dragonshards and exotic metals. process can involve complications. Assume there's a 10
A variant device called the spell siphon not only neu percent chance of a complication arising for every five
tralizes magic but also absorbs all magical energy in the workweeks (25 days) spent on crafting the item. Xana
area, storing that power for a cataclysmic effect. thar's Guide to Everything presents a number of possi
ble complications, or you can use the Eberron Crafting
STORM P IRE Complications table.
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This eldritch machine can only be controlled by crea
tures that bear the Mark of Storm. Storm spires allow E B E R R O N CRAFTI N G COM P L I C AT O N S
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House Lyrandar to influence the weather, which can be
a boon for the local population or a curse if a Lyrandar d 6 Complication
baron chooses to demand payment for ideal weather. House Cannith or another dragon marked house takes
an interest in your work. Do they view you as a threat,
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EV R YDAY A GIC IT M S or are they impressed by yo r techniques?
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2 A mishap creates a temporary manifest zone (see
Thanks to dragonshards, common magic items-includ
ing the ones in Xanathar's Guide to Everything-are "The Planes of Existence" in chapter 4 for information
readily available in Khorvaire. on manifest zones).
3 You need to acquire an additional rare component to
BUYING A O M M ON MAGIC ITEM complete your work. Time for adventure!
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In Eberron, common magic items can be found for sale 4 The shifting balance of the planes interf e res with your
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in most communities. The DM determines the stock that work; you u st wait for the current planar alignment
is available, or the DM has the shoppers make a group to change. This delays your work by 2d6 days.
Intelligence (Investigation) check to find a shop or ped 5 Your efforts draw the attention of the Au rum, the
dler that has the desired item in stock. The DC for this Chamber, the Emerald Claw, or the Lords of Dust.
check is 10 in a city, 15 in a town, and 20 in a village. If 6 Your item becomes sentient (see chapter 7 of the
the check fails, at least 24 hours must pass before look
ing for the same item in that community. Dungeon Master's Guide for rules on sentient items).
The DM sets the price of a common magic item or de
termines it randomly: 2d4 x 10 gp, or half as much for a
consumable item such as a potion or scroll.
C H APTER 5 I TREASURES