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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
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