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Craft: Inventor

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This Article is in accordance with the version 0.94 of Runarcana RPG

Inventor's Craft allows you to design, create, repair, and even reload Apparatus, using base Inventor technology to reproduce some common inventions and even invent new ones. An Inventor can combine different technologies to create new effects and possibilities with their Apparatus.

Attribute: The attribute for tests related to Inventor's Craft is Intelligence.

Synergies: Using an Inventor Set, you can use this Craft with the following skills, enabling some effects:

  • Arcana, History. In conjunction with your knowledge, you can analyze an item or technological artifact to determine its origin and workings, as well as whether it is a magic item or not.
  • Tecnology. You can use these tools as part of a long rest to repair a damaged construct, it can heal 2d10 + your Technology skill modifier.

Inventor Set

With the Inventor Set you can perform various actions, such as creating small trinkets made from scrap metal, dismantling and reassembling any invention, removing parts from an unusable object and you can even repair a Construct that has been damaged.

Content: The Inventor's Set is made up of various tools, such as 5 spanners, screwdrivers, a small hammer, and an assortment of screws, nails, nuts, bolts, springs, and gears, as well as a portable torch with fuel.

Formulas for de Inventor Craft

The results of Inventor craft formulas are commonly called Apparatus. These creations require a source of energy to function, which could be a cell or even a core.

Apparatus

Every Apparatus must have an energy source, be it a cell or a nucleus, this energy source has a limited number of charges within it that are used to activate an apparatus. Apparatuses can have both passive and active abilities, passive abilities are always in action while the Apparatus is being used, and Active abilities can be activated as described in them. By default, activating a skill requires spending an amount of energy contained in the Apparatus cell, the value is described in the skill. An Apparatus' abilities have a maximum duration as described on the Apparatus. Apparatus of level 3 or higher have a cost of maintenance and repairs, whenever they are damaged or if your Master deems it necessary, they must be repaired. It requires spending time and money in varying amounts up to a maximum equal to half the time and money spent on creation. If your Master allows it, you can reuse the parts of an old Apparatus, recovering up to 15% of the cost of a lvl 3 Apparatus, up to 25% of the cost of a lvl 4 Apparatus, up to 35% of the cost of a lvl 5 Apparatus, and up to 50% of the cost of a lvl 6 Apparatus. Level 1 and 2 apparatus cannot be reused.

Level 1

Mechanical Helmet

Craft: Inventor 1
CD: 13
Component: Metal, Energy Cell and Craft Set
Value: 25 GP

A helmet made of metal parts and some extremely hard plastic that seems to interact with brain waves in nearly invisible patterns of color.

  • 1 Energy point. As a bonus action, you add 1 to your AC.
  • 1 Energy point. As a bonus action, you can send out a high-frequency rustle from your helmet. All creatures within 10 feet of you must make a Constitution saving throw, on a failure they are Deaf until the start of your next turn.

Natural 20. "General Masterpieces" Table

Energy Cell

Craft: Inventor 1
DC: 11
Component: Base Material and Craft Set
Value: *
Time: *

An energy cell allows you to activate an apparatus. For every point of energy the cell stores, its cost increases by 5 gp, up to a maximum of 25 gp for a cell with 5 energy.

The time/cost to create an Energy Cell is 5 GP for the first point of energy and +5 GP for each additional point, up to a maximum of 25 gp.
Cells cannot be recharged, once they run out of energy, they are disposable and recycling returns 1/10 of the invested amount.

'Natural 20. The cell has 50% more Energy points

Climber

Craft: Inventor 1
DC: 13
Components: Metal, energy cell and Craft Set
Value: 25 GP

A pole around 30 cm long with a metallic appearance, this hook system with an electromechanical converter can be applied to a rope, quickly rotating this rope for climbs.

  • 1 Energy point. Using a bonus action, you can attach the gadget to a rope. Your climbing speed is doubled for the next minute.
  • 1 Energy point. Using a bonus action or reaction, you can fire a grappling hook at a point within 60 feet of you, which can be used while falling. This rope and hook can support up to 500Kg, as long as the attachment point can support that as well. You can use this fired rope and 1 energy point to activate an accelerated climb.

Natural 20. "General Masterpieces" Table

Lentes de Explorador

Craft: Inventor 1
DC: 13
Component: Glass or crystal, energy cell, unusual components and Craft Set
Value: 25 PO

This pair of lenses has undergone a chemical process that makes them sensitive to the smallest amounts of light, even converting normally invisible waves into visible waves.

  • 1 Energy point. Using a bonus action, for the next minute you have darkvision up to 120 feet and have no disadvantage on Perception checks related to sight.
  • 2 Energy points. Using a bonus action, for the next 3 minutes you have darkvision up to 240 feet and have no disadvantage on Perception checks related to sight.

Natural 20. “General Masterpieces” Table

Lenses of Prey

Craft: Inventor 1
DC: 14
Component: Glass or crystal, energy cell, uncommon components and Craft Set
Value: 35 GP+

A few synthetic lenses that are applied in an interchangeable frame are usually made from discarded laser lenses that have not achieved the necessary refinement.

The cost to create this lens is 25 gp + 10 gp for each Craft level used to create it. The Craft level used becomes the effective level of that lens.
  • 1 Energy point. Using a bonus action, add the lens's level to your Perception rolls using sight for 5 minutes.
  • 2 Energy points. Using an action, for a number of minutes equal to half the lens's level, you add that level to damage dealt and half the level as a bonus on attack rolls.

Natural 20. “General Masterpieces” Table

Necropulse

Craft: Inventor 1
DC: 13
Component: Metal, leather, energy cell and Craft Set
Value: 45 GP

A wristwatch with no pointers (and doesn't track the hours) dial and a bracelet made of metal and braided leather.

  • 1 Energy point. As a bonus action, you gain proficiency in the Insight skill, if you are already proficient, you gain expertise for 1 minute.
  • 1 Energy point. Using an action, you can non-magically cast the False Vitality spell on yourself or an ally within 5 feet of you.

Natural 20. “General Masterpieces” Table

Energy Core

Craft: Inventor 1
DC: 13
Component: Base material and Craft Set
Value: 50 GP+

Energy Cores are similar to Energy Cells, and can be based on a variety of sources, such as Hextech, Chemtech, magic, or even rune inscriptions. Like cells, cores provide Energy points to activate Apparatus, but unlike cells, cores can be recharged.

For each point of energy beyond the first the core is made to store, its cost increases by 10 gp, to a maximum of 100 gp for a core with 5 energy.
Techmaturgic Recharge. Cores can be recharged by Techmaturges through concentration with the core in direct contact with the Techmaturge's hands who channels its energy to recharge a core. A Techmaturge can only recharge a core in the number of Energy points he has available, recharging 1 energy point per variable time according to the Techmaturge's level: 1 hour at level 1, half an hour at level 4, 15 minutes at level 8, 10 minutes at level 13, 5 minutes at level 18, 1 minute at level 20.
Recharge. A creature other than a Techmaturge can recharge the core, to do so it must succeed on a DC 20 Technology or Arcana check + the amount of energy in the core. In case of magic, every 3 points of mana or 2 points of Ki recharges 1 point of energy to the Core.

Natural 20. The Core is capable of storing +1d3 points of Energy

Medical Propulsor

Craft: Inventor 1
DC: 13
Components: Metal, chemical products, energy cell and Craft Set
Value: 35 GP

A 30 × 30 × 10 cm box that, if opened, can be placed on an injured creature. This device emits waves and a very intense green light, causing a regenerative effect on organisms and even constructs.

  • 1 Energy point. Using an action, you can use this Gadget's charge to stabilize a creature or restore hit points to a creature that has at least 1 hit point. When you do so, you must choose a target that is adjacent to you, that creature gains hit points equal to 2 times your Intelligence modifier (minimum of 2). This feature has no effect on undead.
  • 2 Energy points. Using an action, you can use this Gadget to remove 1 point of exhaustion from a creature, a creature can only gain this effect once per long rest.

Natural 20. "General Masterpieces" Table

Level 2

Diving Equipment

Craft: Inventor 2
DC: 15
Components: Metal, rubber, energy cell and Craft Set
Value: 50 GP

Consisting of a respirator and a pair of wearable fins, this set has surprising hydrodynamics.

  • 1 Energy point*. Using a bonus action, you gain a swim speed equal to your walking speed for up to 1 hour.
  • 3 Energy points. Using a bonus action, you can breathe underwater for the next 3 hours.

Natural 20. "General Masterpieces" Table

Energy Shield

Craft: Inventor 2
DC: 15
Component: Metal, Energy Cell and Craft Set
Value: 50 GP
The Energy Shield is a circular piece slightly larger than a watch, capable of projecting an energy field.

  • 1 Energy point. As a bonus action, you can project a 5-foot by 5-foot shield in front of you. This shield cannot be moved. While you are behind this shield, frontal attacks that target you hit the shield instead of you. The shield has 15 AC and 25 hit points. If it is not destroyed, the shield disappears after 1 hour.
  • 3 Energy points. As an action, a force field of hexagonal cells overlaps your armor. You gain DR 2/force damage. This effect ends after one hour or if you fall unconscious.

Natural 20. The Shield has 17 AC and 30 hit points.

Adrenochrome Infuser

Craft: Inventor 2
DC: 15
Components: Metal, rubber, energy cell and Craft Set
Value: 50 GP

A kind of medallion with some needles that are painlessly and automatically affixed to the chest.

  • 1 Energy point. Using a bonus action, for the next hour you gain proficiency in Constitution saving throws.
  • 3 Energy points. Using an action, you can cure yourself of a non-magical poison or disease that is afflicting you.

Natural 20. "General Masterpieces" Table

Master Craftsman's Gloves

Craft: Inventor 2
DC: 15
Components: Fabric, leather, metal, energy cell and Craft Set
Value: 50 GP

This pair of gloves consists of a seemingly delicate pair, made from a white fabric that darkens over time but has impressive resistance. Additionally, an exoskeleton-like outer structure appears to provide greater precision for manual work.

  • 1 Energy point. Using an action, until your next long rest, you spend double gp/day crafting mechanical items, including Gadgets and Devices (as long as you have the necessary components and value).
  • 3 Energy points. Using a bonus action, the index finger of the glove expels a gas, and as an action you can release a spark, igniting the gas. Creatures within 15 feet of you must make a Dexterity saving throw, failing which they take 3d6 fire damage.

Natural 20. "General Masterpieces" Table

Holographic Cloak

Craft: Inventor 2
DC: 15
Components: Leather, metal, energy cell and Craft Set
Value: 50 GP

While not activated, this cloak appears to be made of black leather with details in an iridescent white material, like lines from some mechanism that permeate throughout the fabric.

  • 1 Energy point':. Using a bonus action, you gain a bonus to your Stealth equal to the creator's Intelligence modifier.
  • 2 Energy points. As part of the Disengage action, or automatically upon becoming Incapacitated, the cloak makes you invisible until the end of your next turn. Additionally, creates 4 illusory duplicates of yourself that flee in opposite directions or perform actions that would distract your enemy. These duplicates last until the end of your next turn, but disappear instantly if attacked.

Natural 20. "General Masterpieces" Table

Voice Modulator

Craft: Inventor 2
Dc: 15
Component: Metal, energy cell and Craft Set
Value: 50 GP+

A small piece of metal with a suction cup that can be attached to a person's throat discreetly. This part is capable of storing up to 3 voice patterns.

The cost to create this voice changer is 50 gp + 10 gp for each Craft level used to create it. For each level above 2nd, it can store 2 additional voice patterns.
  • 1 Energy point. As a bonus action, you can capture the voice pattern of a person who is speaking. At least 1 minute recording the person speaking is required.
  • 1 Energy point. As a bonus action, you can use one of the stored voices and imitate it. A creature trying to tell the difference must make an Insight check.
  • 2 Energy points. As an action, you can increase the volume of your voice to be 10 times louder for 1 minute. During that minute, you can use your action to Shout.
Shout. When you use the shout, you emit a sonic wave, creatures within 15 feet of you must make a Constitution saving throw DC equal to your Gadget's DC, on a failed save they take 2d4 thunder damage, and on a successful one they take no damage. Creatures between 15 to 30 feet of you make the same saving throw, but only take 1d4 damage on a failed save. When using the gadget to shout, it breaks at the end of the minute.

Natural 20. “General Masterpieces” Table

Level 3

Boots of Strength

Craft: Inventor 3
DC: 17
Component: Cair of boots, metal, energy cell, Craft Set
Value: 200 GP

This pair of orange boots has a metallic pneumatic structure on the outside, providing cushioning for falls and boosting for jumps.

  • 1 Energy point. As a bonus action, for 1 hour your walking speed increases by 10 feet, you can use your Intelligence score instead of Strength to perform long and high jumps, and whenever you take falling damage, you take the minimum of possible damage and is not knocked prone.
  • 2 Energy points. The distance and height you can jump is doubled.

Natural 20. “General Masterpieces” Table

Overload Trigger

Craft: Inventor 3
DC: 17
Components: Metal, energy cell and Craft Set
Value: 200 GP

A very wide bracelet that carries a strange watch face that tells the time, body temperature and other minor information.

  • 1 Energy point. Using a bonus action, you become proficient in Dexterity saving throws for 1 minute.
  • 2 Energy points. As a bonus action, you gain the effects of the speed spell without the need for concentration until the start of your next turn. You can spend 1 energy point (and gain 1 point of exhaustion) to extend the duration of this effect for 1 more turn.

Natural 20. "General Masterpieces" Table

Tanotic Reader

Craft: Inventor 3
DC: 17
Components: Metal, energy cell and Craft Set
Value: 150 GP

This strange pair of lenses are positioned one after the other in just one eye, this reader emits a bluish light from top to bottom, which passes through solid surfaces and displays information on the lens itself.

  • 1 Energy point. Using a bonus action, you can detect the location of undead within 120 feet of you for 1 minute.
  • 1 Energy point. As a bonus action, you can identify how and when a corpse died.
  • 3 Energy points. As an action, you can non-magically cast the speak with dead spell.

Natural 20. "General Masterpieces" Table

Jet Pack

Craft: Inventor 3
DC: 17
Components: Metal, energy cell and Craft Set
Value: 150 GP

This Gadget is shaped like two cylinders joined to a central box, with hoses and wires intertwining in connection of the three main parts.

  • 1 Energy point. Using a bonus action, you can non-magically cast the levitation spell without concentration, lasting 1 minute.
  • 2 Energy points. As an action, you can move up to 120 feet in a straight line. If you collide with a creature midway, this movement ends and the creature must make a Dexterity saving throw. On a failed save, the creature is knocked prone and takes 4d6 bludgeoning damage. Creatures one size category larger than you have advantage on this saving throw.

Natural 20. "General Masterpieces" Table

Portable Engine

Craft: Inventor 3
DC: 18
Component: Metal, grease and Craft Set
Value: 1.000 GP

An engine is an object that converts other forms of energy into mechanical energy and is used to create machinery. The weight of a portable engine is 100 to 150 kg, with “portable” in the name only serving to differentiate from industrial engines and engine rooms.

When creating the engine, it must be defined what is its primary energy source. The most common sources are "energetic" (using cells, cores and automatic cores) magic (using mana) and combustion (using chemical reactions)

Natural 20. “General Masterpieces” Table

Automatic Core
- Self Recharge -
Category Maximum Value Weak Magic Medium Magic Strong Magic
1 1 100 GP 2 hours 1 hours 30 minutes
2 4 300 GP 1 hour 30 minutes 15 minutes
3 6 600 GP 20 minutes 10 minutes 5 minutes
4 8 1.200 GP 10 minute 5 minutes 2 minutes
5 10 2.400 GP 4 minutes 2 minutes 1 minute

Automatic Core

Craft: Inventor 3
DC: 17
Component: Base meaterial and Craft Set
Value: *

Automatic Cores are improvements iin comparison to an Energy Core, having the ability to automatically recharge by draining magical energy from the environment invisibly, even for magic detection. The self recharge is done depending on core category and speed is influenced by environment magic level.

The creation value of an Automatic Core is based on its category as per the Automatic Core table. Ao ser criado, um núcleo automático tem metade de sua carga máxima. Techmaturgic Recharge. Automatic Cores can also be recharged by Techmaturges through concentration with the core in direct contact with the Techmaturge's hands who channels its energy to recharge a core. A Techmaturge can only recharge a core in the number of Energy points he has available, recharging 1 energy point per variable time according to the Techmaturge's level: 1 hour at level 1, half an hour at level 4, 15 minutes at level 8, 10 minutes at level 13, 5 minutes at level 18, 1 minute at level 20.
Recharge. A creature other than a Techmaturge can recharge the core, to do so it must succeed on a DC 20 Technology or Arcana check + the amount of energy in the core. In case of magic, every 3 points of mana or 2 points of Ki recharges 1 point of energy to the Core.

Natural 20. Each energy point only takes 30 minutes.

Elemental Resuscitator

Craft: Inventor 3
DC: 18
Components: Metal, energy cell and Craft Set
Value: 150 GP

This bracelet has silver and bronze details and can be disassembled into two separate paddles connected by a wire.

  • 1 Energy point. Using a bonus action, you activate this gadget for 8 hours. When you take damage that would reduce you to 0 hit points but not immediately kill you, you can use your reaction to drop to 1 hit point instead. The gadget breaks after resurrecting in this way.
  • 4 Energy points. Using an action, you attempt to revive an adjacent creature that died in the last minute. That creature must make a DC 20 Constitution saving throw, on a success it reverts to 1 hit point.

Natural 20. "General Masterpieces" Table

Level 4

Defensive Amplifier

Craft: Inventor 4
DC: 19
Components: Metal, energy cell and Craft Set
Value: 500 GP

This armband is made of brushed gold metal, inscribed in an alphabet that appears to be made from electrical trails.

  • 1 Energy point. Using a bonus action, for 1 minute you gain temporary hit points equal to 2 times your character level. Additionally, you regain 1d4 hit points at the start of each of your turns.
  • 3 Energy points. As a reaction, when targeted by a projectile, you reduce that attack's damage by 3d6 + your Character Level. If the damage is reduced to 0, you can spend 1 additional Energy to reflect the projectile back at your attacker, who must make a Dexterity saving throw. On a failure, the attacker takes the damage that would have been directed at you, on a success, it only takes half that damage.

Natural 20. "General Masterpieces" Table

Offensive Amplifier

Craft: Inventor 4
DC: 19
Components: Metal, energy cell and Craft Set
Value: 500 GP

This staff has a geometric pattern and looks like it was carved from one solid piece of steel.

  • 1 Energy point. As a bonus action, you empower a metal weapon within 30 feet of you. For one minute, attacks made with this weapon deal an additional 2d8 lightning damage.
  • 3 Energy points. With an attack, you can fire a bolt of energy at a target within 10 feet of you. The target must succeed on a Strength saving throw, on a failed save it takes 6d8 lightning damage and is knocked back 10 feet, landing prone. On a success, it takes no damage. Huge or larger creatures make this saving throw with advantage.

Natural 20. "General Masterpieces" Table

Residual energy Storer

Craft: Inventor 4
DC: 19
Components: Metal, energy cell and Craft Set
Value: 500 GP

An extremely resistant glass capsule with two metal parts as lids. Inside is a kind of powder that seems to turn into a colored gas when energized.

  • Passive. If you have a Core, when you take at least 10 lightning damage, you can use your reaction to recover 1 Energy and direct 1 Energy to the Capsule. The capsule can hold up to 5 energy points which drain at the rate of 1 point per day. As long as it is equipped with you, you can use Energy points from the capsule as if they were yours normally.
  • 0 Energy points. As a bonus action, you can regain an amount of Energy equal to the energy stored in the Capsule.

Natural 20. "General Masterpieces" Table

Neuro Adaptive Diadem

Craft: Inventor 4
DC: 19
Component: Metal, energy cell and Craft Set
Value: 1.000 GP

This diadem is made of a golden metal very similar to gold, with some crystals that look a lot like gemstones, and could easily pass for an exquisite but normal-looking piece of jewelry.

  • 1 Energy point. As a bonus action, while wearing the diadem, for the next 7 days you gain proficiency in Wisdom saving throws and resistance to psychic damage.
  • 1 Energy point. As a bonus action, for one hour while wearing the diadem, your thoughts cannot be read and spells that attempt to detect your consciousness fail.
  • 3 Energy point. As an action, you can nonmagically cast the dominate person spell with a duration of up to 1 minute (your casting attribute for this spell is Intelligence).

Natural 20. “General Masterpieces” Table

Motorcycle

Craft: Inventor 4
DC: 20
Component: Metal, energy cell and Craft Set
Value: 1500 GP

Motorcycles exist only in Piltover and Zaun, they are two-wheeled vehicles powered by chemical fuel.

A motorcycle is capable of carrying up to 2 people and reaches up to 40 km/h, needing to be supplied with fuel.

Natural 20. “General Masterpieces” Table

Floating Shoes

Craft: Inventor 4
Dc: 19
Component: Metal, energy cell and Craft Set
Value: 500 GP

A pair of black shoes with an odd sole that appears to rise above the normal line, visually looking spongy

  • 1 Energy point. Using a bonus action, you can walk or run through any liquid as if it were solid stone for 1 hour. If you walk through a harmful liquid, such as lava or acid, you take 2d6 damage of the appropriate type to the liquid for each round you spend in that liquid.
  • 1 or more Energy points'. Using an action and spending at least 1 energy point, you increase your speed by 5 feet and your AC by 1 for each point spent, up to a maximum of 3, for 1 minute.

Natural 20. “General Masterpieces” Table

Level 5

Automobile

Craft: Inventor 5
Dc: 24
Component: Metal, energy cell and Craft Set
Value: 5.000 GP

Automobiles exist only in Piltover and Zaun, they are vehicles with 3 or more wheels powered by chemical fuel.

An automobile is capable of carrying up to 4 people and reaches up to 60 km/h, needing to be filled with fuel

Natural 20. “General Masterpieces” Table

Bionic Lens

Craft: Inventor 5
Dc: 20
Component: Gel, very rare components and Craft Set
Value: 5.000 GP

This Apparatus is apparently a simple pair of gelatinous lenses with some metallic reflection. They can be placed on the eyes normally.

  • 1 Energy point. As a bonus action, you automatically succeed to detect any vision-related illusions for the next minute.
  • 6 Energy points. As an action, until the end of your next turn, your critical range decreases by 2, and your damage on a critical hit deals an additional 4d6 damage.

Natural 20. The additional damage becomes 6d6.

Artillery Engine

Craft: Inventor 5
DC: 21
Components: Metal, energy cell and Craft Set
Value: 2500 GP

This engine must be transported in separate pieces, weighing a total of 35 kilograms. It can be partially assembled in one round and fully assembled in one minute. It takes you the same amount of time to disassemble it, and you cannot move or perform any other hand action while assembling this Gadget.

  • 3 Energy points. Using an action, while partially assembled, you can make a ranged attack with this Gadget against a creature within 300 feet of the engine. On a hit, you deal 8d6 piercing damage to that creature.
  • 6 Energy points. As an action, you can make a ranged attack with this Gadget against a creature within 300 feet of the engine. On a hit, you deal 8d6 piercing damage to that creature. Creatures within 30 feet of your target must make a Dexterity saving throw, on a failed save they take 8d6 fire damage, your target automatically fails that saving throw.

Natural 20. "General Masterpieces" Table

Freezing Ray

Craft: Inventor 5
DC: 21
Components: Metal, energy cell and Craft Set
Value: 1500 GP

Similar to a flamethrower, this Gadget consists of a small tank that can be worn as a backpack, with a hose connecting it to a trigger that can be manipulated with just one hand. Each time you use this Gadget's abilities, the Energy cost of its abilities increases by one. With each long rest, this cost resets.

  • 1 Energy point. As an attack, you can fire a frost dart at a target. That target must make a Dexterity saving throw, on a failed save the target takes 6d4 cold damage and loses 5 feet of movement speed until the start of your next turn. On a success, it takes no damage.
  • 3 Energy points. With one attack, you spray a large mist of ice at a target within 30 feet of you. That target must make a Constitution saving throw, on a failed save the target takes 3d4 cold damage, is Petrified in ice until the end of your next turn and gains 1 point of Exhaustion. If the target takes damage while petrified, the ice breaks and the target is freed. On a success, the target takes only half damage.

Natural 20. "General Masterpieces" Table

Level 6

Quantum Probability Calculator

Craft: Inventor 6
DC: 23
Componente: Metal, energy cell and Craft set
Value: 2500 GP

This bronze and brass cube comes with a band that can be placed on the head, similar to a martial arts band, discreet due to being transparent and having some metallic wires running through it. The cube obtains and processes information that is transmitted to the user through the band.

  • 1 Energy point. Using an action, you non-magically gain the benefits of the guidance spell.
  • 2 Energy points. Using an action, you can non-magically cast the find traps spell.
  • 4 Energy points. Using an action, you can non-magically cast the commune spell to contact the Quantum Possibility Calculator’s matrix.
  • 7 Energy points. Using an action, you can non-magically cast the find path spell, you don't need to be familiar with the destination.
  • 8 Energy points. Using an action, you can non-magically cast the sixth sense spell for a maximum of ten minutes.

Natural 20. "General Masterpieces" Table

Gravity Manipulator

Craft: Inventor 6
Dc: 23
Component: Hexite, Metal and Craft Set
Value: 10.000 GP

Its appearance is similar to that of a metallic sphere with a handle and a trigger inside a cavity, its color is violet and when used it emits a noticeable rippling buzz.

  • 8 Energy points. As an action, you can nonmagically cast the reverse gravity spell.
  • 8 Energy points. As an action, for the next minute you must maintain your concentration to create a 15-foot-radius zone of heightened gravity within 100 feet of you. Within that area, the weight of all creatures and objects is doubled, the speed of all creatures is halved, jumping height and distance are halved, and all creatures with flying speed must make a Strength saving throw, on a failure they fall to the ground taking double fall damage. Creatures that are within that area or start their turns there must make a Strength saving throw, failing which they take 2d6 crushing damage.

Natural 20. The crushing damage becomes 4d6.