From 2364469487d31ae27846b6b7a26ecb4db1417802 Mon Sep 17 00:00:00 2001 From: "Brian S. Stephan" Date: Tue, 24 Aug 2021 09:14:34 -0500 Subject: [PATCH] add a magic item I wrote up, put under house rules --- pages/13th-age/index.md | 3 ++- pages/13th-age/items.md | 22 ++++++++++++++++++++++ 2 files changed, 24 insertions(+), 1 deletion(-) create mode 100644 pages/13th-age/items.md diff --git a/pages/13th-age/index.md b/pages/13th-age/index.md index 06fee12..4cc384f 100644 --- a/pages/13th-age/index.md +++ b/pages/13th-age/index.md @@ -46,11 +46,12 @@ Other characters I've made for whatever reason: ## House Rules I don't consider myself much of a game designer, but nonetheless I have added -some house rules to the game. I will try to catalog them here, just in the +some house rules and items and so on to the game. I will try to catalog them here, just in the event I reuse them or they are useful to someone else. * [bss's Toughness](bss's-toughness) * [Influence Points](influence-points) +* [Items](items) --- diff --git a/pages/13th-age/items.md b/pages/13th-age/items.md new file mode 100644 index 0000000..304dc48 --- /dev/null +++ b/pages/13th-age/items.md @@ -0,0 +1,22 @@ +Title: 13th Age Items +Description: Items, magical or otherwise, we've written up and used in 13th Age games. + +# 13th Age Items + +These are just some items I came up with/cobbled together from other rules and ideas. They might +have been made for general use, or specific story purposes, depending, but either way, they're here +for anyone to use if they want to. + +I generally made an attempt to keep them from being broken, but no warranty, YMMV, etc. + +## Gloves + +> ***Gloves of Illumination*** (recharge 11+): These gloves can be activated or deactivated +> with a command word as a free action; when activated, they cast normal light as per +> the wizard's *light* spell. This function is always available to the wearer. +> When the gloves are casting light, as a quick action, the light can be intensified +> momentarily, surprising any engaged creatures long enough for the wearer to pop free +> from any or all of them. Creatures that seem like they'd be especially susceptible to bright light +> must pass a normal save or be stunned until the end of their next turn. Conversely, +> the flash of bright light has no effect on creatures that don't have conventional +> vision, such as oozes or blind creatures with tremorsense. Quirk: unreserved.