add a magic item I wrote up, put under house rules
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## House Rules
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## House Rules
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I don't consider myself much of a game designer, but nonetheless I have added
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I don't consider myself much of a game designer, but nonetheless I have added
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some house rules to the game. I will try to catalog them here, just in the
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some house rules and items and so on to the game. I will try to catalog them here, just in the
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event I reuse them or they are useful to someone else.
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event I reuse them or they are useful to someone else.
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* [bss's Toughness](bss's-toughness)
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* [bss's Toughness](bss's-toughness)
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* [Influence Points](influence-points)
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* [Influence Points](influence-points)
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* [Items](items)
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---
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---
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Title: 13th Age Items
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Description: Items, magical or otherwise, we've written up and used in 13th Age games.
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# 13th Age Items
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These are just some items I came up with/cobbled together from other rules and ideas. They might
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have been made for general use, or specific story purposes, depending, but either way, they're here
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for anyone to use if they want to.
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I generally made an attempt to keep them from being broken, but no warranty, YMMV, etc.
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## Gloves
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> ***Gloves of Illumination*** (recharge 11+): These gloves can be activated or deactivated
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> with a command word as a free action; when activated, they cast normal light as per
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> the wizard's *light* spell. This function is always available to the wearer.
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> When the gloves are casting light, as a quick action, the light can be intensified
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> momentarily, surprising any engaged creatures long enough for the wearer to pop free
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> from any or all of them. Creatures that seem like they'd be especially susceptible to bright light
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> must pass a normal save or be stunned until the end of their next turn. Conversely,
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> the flash of bright light has no effect on creatures that don't have conventional
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> vision, such as oozes or blind creatures with tremorsense. Quirk: unreserved.
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