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Chapter 5
by SkyDreamer
Behold, my stuff!
Magic items
Magic items are, as the name implies, items that bear magical properties. There are a huge variety of examples of these provided in the D&D 5e Dungeon Master's Guide, far too many to port them all over to this game right off the bat. This section can be filled out with magic items as and when they become relevant to the game, to keep things a bit more manageable.
Magic items come in five rarities: common, uncommon, rare, very rare, legendary. Generally speaking, the rarer they are, the more powerful they are.
Identifying a magic item requires a KNOWLEDGE roll, or magical means such as the Identify spell. The DC for KNOWLEDGE checks is 10 for common items, 12 for uncommon, 14 for rare, 16 for very rare, and 18 for legendary. If you beat 8 but don't beat the DC, you can at least tell that it is a magic item. Repeat attempts to identify a single item have a cumulative -1 penalty to the corresponding KNOWLEDGE rolls. Once you have identified a magic item of a certain type, you can automatically recognise additional copies of the same item on sight.
Some magic items also reveal their magical properties without a check, though they may require certain conditions to be fulfilled such as touching or equipping the item. Most, though not all, pieces of magic equipment will automatically change size to fit whoever tries to put them on.
Some magic items require attunement to use. To attune to an item, you must spend a short rest focusing all of your attention on the item to form a bond with it. Upon a successful attunement, you will identify the magical properties of the item if you haven't already, and gain the understanding and ability to use it. You can only be attuned to three magic items at a time and must break your attunement to one before you try to attune to a fourth. You also can't attune to multiple copies of the same item. A magic item can't be attuned to more than one person at a time.
A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.
Magic items found below
IMPREGNATAR | ANARCHY
A FREEFORM GAME OF SURVIVAL AND IMPREGNATION
An anarchy variant of IMPREGNATAR. While the original had a set handful of GMs, a canon timeline and balanced encounters, this version does away with balance by allowing anyone to GM any posts, including their own. This is an interactive survival story that's like a combination of D&D, Dark Souls, and Zelda. Your character awakens spawned into the middle of an unfamiliar forest. They have little memory of who they are or how they got there, and all but the faintest of survival assets. Post by post they will explore their surroundings hoping to gain skills, level up, and survive by avoiding any Bad End scenarios with a horrific (and probably kinky) fate. Or, in this case, probably experience as many Bad Ends as possible as they traverse multiple timelines.
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Updated on Jan 1, 2025
by StabilizerEmerald
Created on Jul 26, 2021
by SkyDreamer
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