Torch Magic Item Exchange Item in Arda | World Anvil
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Torch Magic Item Exchange

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Table of Contents

First Time?

  "Why, hello there, new agent!", says a gnomish lady from behind the counter. She is dressed in a splendorous array of red, white and yellow robes, emblazoned with the Torch insignia.

"The name's Moxie, and I'm the curator of Torch's magical item exchange. I, and some of my associates create many of these items as well for our members to use."

"I'll start by saying the equipment rules passed down from the Deities of the Heavens, as it may be different what you might expect. Any person may only make use of up to the following:
  • Any number of magical weapons, wands or shields, wielded independently
  • Any number of non-equipped magical tools (bags of holding, etc)
  • A chest piece / clothes
  • A pair of gloves OR bracers (both independent of fist weapons, if desired)
  • A pair of boots
  • A mantle/cloak
  • A belt
  • Up to two rings
  • An amulet
  • Up to two curios
  • Up to two artifacts, which could be any of the above
What are curios, you may ask? They are powerful magic items that grant benefits to the user, and consists of:
  • Badges, such as the Torch or SLY badge
  • Ioun Stones
  • Magical Tattoos
  • Class Seals (see below)
  • Specialty Seals (See below)
  • Trinkets
Note that you may still carry as many of these items with you, but only gain the bonus of two at any given time.

Another topic of interest are what are called artifacts. Artifacts are extremely potent pieces of equipment. These items can be found or created. An item whose total bonus exceeds +7 is considered an artifact. Due to the overwhelming magical power of artifacts, you can only use two before you're overwhelmed by their magical power. With that business out of the way, I'll tell you what I have in stock. I have nearly all magical items by the mages of Paizo, and a few others (just ask!). In addition, we have some unique items as seen in the charts below.

Now, to the matter of payment. A single credit is roughly equal to 1000 gold, or that much can be given in exchange from magical items you may own or have acquired. See the bottom of the document for conversion details. Naturally, we will keep a running total, so do not worry about trying to spend it all at once. Good luck out there!"

Nonspecific Magical Gear

Credit Cost Description
Armor or Shield Bonus Base Price
+1 1
+2 4
+3 9
+4 16
+5 25
+6 36
+7 49
+8 64
+9 81
+10 100
Recall that items exchanged are converted to Torch credit roughly at their value /1000. Thus, a +1 chainmail is roughly one credit. (See below for rank)
Special armors can be done in the same manner - custom armors can be determined by desired effect.
Weapon Bonus Base Price
+1 2
+2 8
+3 18
+4 32
+5 50
+6 72
+7 98
+8 128
+9 162
+10 200
See above, but special weapons and custom armors can be done the same way.

Torch Regalia

Name Credit Cost Description
Sunmetal Weapon +1 enhancement (see above) Gain +2 to hit and damage to Shadow-aligned extraplanar creatures or humanoids with Shadow-aligned magic.
Torchstone Weapon +1 enhancement (see above) Gain +1 spell damage per die and +1 spell DC against Shadow-aligned extraplanar creatures or humanoids with Shadow-aligned magic.
Torch Suncloak 6 Grants +1 AC. The wearer is also constantly under the effects of an endure elements spell. Lastly, the cloak can be brightened (per light spell) or dimmed as a free action, and overcharged to dazzle nearby foes.
Lantern's Cloak 24 Grants +1 to AC and +1 to saves. The wearer is also gains frost, shadow, and fire resistance 5. Lastly, the cloak can be brightened (per light spell) or dimmed as a free action, and overcharged once a day to dazzle nearby foes.
Torchmaster's Cloak 57 Grants +2 to AC and Saves. The wearer is also gains frost, shadow, and fire resistance 10. Lastly, the cloak can be brightened (per daylight or light spell) or dimmed as a free action, and overcharged once a day to dazzle nearby foes.
Sunsilk/Sunmetal Armor +2 enhancement (see above) Grants +2 of a single attribute. Deals 1d4 radiant damage to Shadow-aligned extraplanar creatures or humanoids with Shadow-aligned magic upon landing a melee attack.
Sunsilk Boots 12 Grants +1 to reflex saves, as well as immunity to Shadow-like terrain effects.
Torch Signet Ring 25 Grants +1 to all bonuses offered by "Torch Regalia" items.
Torch-Brass Necklace 15 Grants fast healing 1, as well as increases healing effects dealt and received by 1d6.
Repurposed Torch Banner 15 Offers the random once-per-turn abilities of the shifting purple cloak (see below) to nearby allies with at least one Torch item. Icon per turn is random, and is not influenced by Shadow items or effects. Requires standard action to place.

Shadow Regalia

Name Credit Cost Description
Shifting Purple Cloak 8 This cloak has six states, randomly determined at the start of your round. Roll 1d6: 1 - Cross - Gain 10 HP 2 - Sword - Gain +2 to hit on all attacks that round. 3 - Boots - Gain +10 move this round, get up from prone as free action. 4 - Shield - Gain +1 luck bonus to AC and Saves until the end of your next round. 5 - Staff - Gain a +1 to spell damage per die and +1 to the DC of spells cast this round 6 - Nothing
Luxurious Shifting Purple Cloak 25 This cloak has six states, randomly determined at the start of your round. Roll 1d6: 1 - Cross - Gain 15 HP 2 - Sword - Gain +3 to hit and 1 to damage on all attacks that round. 3 - Boots - Gain +15 move this round, get up from prone as free action. 4 - Shield - Gain +2 luck bonus to AC and Saves until the end of your next round. 5 - Staff - Gain a +2 to spell damage per die and +2 to the DC of spells cast this round 6 - Nothing
Gilded Purple Cloak 60 This cloak has six states, randomly determined at the start of your round. Roll 1d6: 1 - Cross - Gain 20 HP OR remove an ongoing status effect 2 - Sword - Gain one extra attack this round. 3 - Boots - Gain +20 move this round, get up from prone as free action OR move 10 feet after making another action. 4 - Shield - Gain +3 luck bonus to AC and Saves until the end of your next round. 5 - Staff - Gain a +3 to spell damage per die and +3 to the DC of spells cast this round 6 - Nothing
Gilded Signet Ring 20 A ring that has a dial between six states - Cross, Sword, Boots, Shield, Staff, or Nothing. Changing this dial will permanently set your gear to that setting until changed. It may only move twice a day.
Jeweled Gilded Signet Ring 40 The above effect, but unlimited uses.
Black Iron Weapon +1 enhancement (see above) +1 to hit if the "Sword" effect is active, and has a chance to deal lightning, fire or Shadow damage on hit.
Blackstone Weapon +1 enhancement (see above) +1 credit Gain +1 spell damage per die while "Staff" effect is active. It also functions as a spell-storing item.
Black Iron/ Blacksilk Armor +2 enhancement (see above) +1 to AC and Saves if "Shield" effect is active. Grants 5 shadow resistance. Lastly, it grants +2 to stealth checks in dim light or less.
Blacksilk Boots 10 +5 move if "Boots" effect is active. Also offers +4 to saves against Shadow-like terrain.
Holy Amulet of Amumbra 15 Gain +5HP per turn while the "Cross" effect is active. It will also cast Cure Moderate Wounds on its owner, should it fall unconscious.
Banner of Amumbra 15 Gain a bonus on all "shifting" effects while near the owner. As a move action, you may also shift the icon on the banner. Requires standard action to place.
This gear counts as Shadow-aligned for all purposes.

National Treasures

Name Credit Cost Description
Magnosi Duelist's Belt 11 Grants +2 to Dex and +2 to Cha or Int. In addition, weapons drawn from the belt are treated as magical for the purposes of damage reduction.
Margrave Handwraps 11 These gloves grant the wearer a +2 to Str, Cha or Int (decided upon at acquisition), and may create a shield-sized wall of force (as per Ring of Force Shield) at will.
Rianni Shaman Headress 11 Grants +2 to Str or Con and +2 to Wis. In addition, hexes cast gain +1 DC from being resisted.
Boots of the Romanoran Legion 8 Grants a +2 bonus to Con, and the wearer requires 2 hours less sleep each day to regain their abilities.
Haradrim Murderer Gloves 8 Grants a +1 bonus to weapon damage with bladed weapons, as well as a +2 to sleight of hand checks.
Al-Andalusian Shadow Assassin Ioun Stone 7 Grants a +4 bonus to stealth checks, with that bonus increased to +8 while under the effects of magical invisibility.
Al-Andalusian Acolyte Ioun Stone 7 Grants a +2 bonus on spellcraft and on knowledge checks.

Class Seals

Name Credit Cost Description
Barbarian Seal 8 The owner of this ring may fly into a frenzy 2/day. Once activated, They gain the effects of the barbarian rage feature for a number of rounds equal to their class level.
Barbarian Seal, greater 24 The owner of this ring gains a +2 to Str, and may fly into a frenzy 3/day. Once activated, They gain the effects of the greater barbarian rage feature for a number of rounds equal to their class level.
Bard Seal 8 The owner of this ring may spend move action to begin to sing a rousing song to inspire allies, per a +1 inspire courage. They may maintain this effect for a number of rounds per day equal to their class level.
Bard Seal, greater 24 The owner of this ring gains a +2 to Cha, and may spend move action to begin to sing a rousing song to inspire allies, per a +2 inspire courage. They may maintain this effect for a number of rounds per day equal to their class level.
Cleric Seal 8 The owner of this ring may channel energy as a standard action 2/day, using negative or positive energy, selected at the time of purchase, for 3d6.
Cleric Seal, greater 24 The owner of this ring gains a +2 to Wis, and may channel energy as a standard action 3/day, using negative or positive energy, selected at the time of purchase, for 5d6.
Druid Seal 8 The owner of this ring may select a first or second level druid spell, and use it 3/day.
Druid Seal, greater 24 The owner of this ring may select a first or second level druid spell, and use it 3/day, as well as a single 3rd or fourth level spell 1/day. Also grants +2 to Wis.
Fighter Seal 8 Grants a +1 bonus to saves against fear, as well as allows for the wearer to take fighter feats as though he were a fighter equal to his class level.
Fighter Seal, greater 24 Grants a +3 bonus to saves against fear and a +2 to Con, as well as allows for the wearer to take fighter feats as though he were a fighter equal to his class level.
Monk Seal 8 The wearer's fist attacks deal 1d8, and may make a flurry of blows attack (per a 7th level monk) 1/day.
Monk Seal, greater 24 The wearer's fist attacks deal 2d6, and may make a flurry of blows attack (per a 7th level monk) 2/day. Lastly, it grants a +2 to Con.
Paladin Seal 8 The wearer's challenges are infused with holy authority. They may smite evil 2/day as though they had a +2 Cha modifier, or for evil creatures; using their class level instead of paladin levels.
Paladin Seal, greater 24 The wearer's challenges are infused with holy authority. They may smite evil 3/day as though they had a +4 Cha modifier, or for evil creatures, using their class level instead of paladin levels. Also grants a +2 bonus to Con.
Ranger Seal 8 The owner may select a group to select as his favored enemy, gaining bonuses per the ranger ability.
Ranger Seal, greater 24 The owner may select two group to select as his favored enemy, gaining bonuses per the ranger ability. Also grants a +2 bonus to Dex.
Rogue Seal 8 Allows the use of a 3d6 sneak attack 2/day under appropriate conditions.
Rogue Seal, greater 24 Allows the use of a 5d6 sneak attack 3/day under appropriate conditions. Also grants a +2 bonus to Dex.
Sorcerer Seal 8 Select a 1st or 3rd level bloodline ability. You may use that ability as though you were a sorcerer equal to your class level.
Sorcerer Seal, greater 24 Select a 1st or 3rd level as well as a 9th level sorcerer bloodline ability. You may use those abilities as though you were a sorcerer equal to your class level. Also grants a +2 bonus to Cha.
Wizard Seal 8 The owner of this ring may select a first or second level wizard spell, and use it 3/day.
Wizard Seal, greater 24 The owner of this ring may select a first or second level wizard spell, and use it 3/day, as well as a single 3rd or fourth level spell 1/day. Also grants +2 to Int.
(Curio slot, will not stack with pre-existing abilities)

Specialty Seals

Name Credit Cost Description
Archer Seal 24 Grants the use of Point Blank Shot, Rapid Shot, and Precise Shot. Also grants a +2 to Dex.
Armor Seal 24 Grants an AC bonus equal to your level /4. Also grants +2 Con.
Astral Seal 24 Grants +1 healing per die of spells or abilities, and may store a spell of level 2 or less. Also grants a +2 to a mental ability score.
Defender Seal 24 Grants DR 2/-. Also grants +2 to Str or Con.
Duelist's Seal 24 The user can now benefit from the Duelist's Canny Defense and Improved Reactions +2 abilities. Also grants a +2 to Dex or Int.
Eldritch Seal 24 Twice a day, the user of this seal may use the spell critical ability of an eldritch knight. Also grants +2 to Int or Str.
Loremaster's Seal 24 The wielder gains two loremaster secrets of his choosing. Also grants +2 to Int or Con.
Mage's Seal 24 Allows the caster to store a 1st, 2nd and 3rd level spell of their class within for later use. Also grants a +2 to a mental ability score.
Magister Seal 24 Grants +1 damage per die of spells or abilities, and may store a spell of level 2 or less. Also grants a +2 to a mental ability score.
Resilience Seal 24 Grants a bonus to all saves to your level /5. Also grants +2 to Con.
Shadowdancer Seal 24 Allows the use of shadow jump and shadow call as though they were a 4th level shadowdancer. Also grants a +2 to Dex or Cha.
Spellbreaker Seal 24 Grants the use of Superstitious and Witchhunter Rage Powers as though you were a 12th level barbarian. Also grants a +2 to Str or Con.
Striker's Seal 24 Grants a +2 to hit to weapon attacks. Also grants +2 to a physical stat.
Trickster Seal 24 Grants the use of impromptu sneak attack and tricky spells 1/day. Also grants +2 to Dex or Int.
(Curio slot, will not stack with pre-existing abilities)

Primordial Tomes

Name Credit Cost Description
Warmth of the Firelord 16 This red-covered ancient tome is bound with a fine golden clasps. Wielding this foci grants +1 damage per die for fire spells and abilities. Secondly, twice a day, the user can channel a fire spell's destructive might into a warm, healing light that will heal targets of a spell rather than damage per point of fire damage dealt.
Looking on Below 16 The tome of Air feels unnaturally light and airy, as if you held a small bag of feathers than this book of prayers and meditations to the Primordial Air. Holding this foci grants effects that would cause you to push back or move a foe are increased by an extra 10 feet. In addition, your base movement speed is increased by 10 feet. Lastly, you may cast fly 1/day with your class level as your casting level.
On Water and How to Use It 16 Written by the enigmatic but practical svir centuries ago, this book details the dynamics of the Primordial Water and its praises, but written largely in riddles. Wielding this foci grants a +1 healing per die for healing abilities. Secondly, twice a day, you may cast your choice of control water, holy ice, ice storm, or cure moderate wounds.
The Embrace of the Earth 16 Many duergar venerate the Earth as their source of creation - this book details their creation myth and how they had formed their earliest cities deep within the hearts of the world's mountains. True to their nature as a stoic and pragmatic people, it is done in short and unbiased summaries of each topic, containing none of what the author would have believed as conjecture. The foci grants a +2 to natural armor, and as an immediate action, the wielder may sacrifice a spell to gain a bonus on their AC or save equal to the sacrificed spell's level against that next attack.
Can act as a holy symbol for Primordial clerics.

Heavens Tomes

Name Credit Cost Description
Arda Ardens 16 The holy book of the Heavens, it contains numerous myths and parables to raise and guide life in virtue and harmony. While perhaps the most common book in Arda, this copy is enchanted. The foci grants a +2 bonus to will and fortitude, and may cast breath of life 1/day.
Can act as a holy symbol for Heavens clerics.

Other

Name Credit Cost Description
Torch Blanket 1 This soft but heavy woolen blanket is the Heavens-sent answer for cold or warm nights of adventure. The user of this blanket is affected by a constant endure elements spell while covering oneself with it. It can also be worn over other equipment, but its wearer can only move 20ft per movement, as well as a -2 to attack rolls and concentration checks from its bulkiness. More tested, Torch approved.
Magnosi Camp Friends 4 This magical set of camp tools comes to life as you unravel it. Within 30 minutes of its unraveling, two tents, complete with bedrolls, will magically set camp. If available, it will also take nearby wood for a fire, and water for a boiling pot in the middle of camp.
Rianni Keg of Plenty 4 This is a keg unlike any others. The height of Rianni sorcerer arts, this small, dwarven-crafted wooden keg contains an extra-dimensional space which may only be accessed via its spout. Can hold up to 200 hundred steins full of liquid.
Al-Andalusian Trick Saddle 4 The necessity of travel across the high mountains to harsh deserts requires the discerning merchant to be able to ride many different beasts. The rich merchant, however, uses this saddle, granting riding proficiency (a +10 ride bonus) to standard mounts. Comes in black or brown.
Haradrim Lucky Coin 4 Of the many lucky coins you've picked up, this one was probably more "picked up" by different means. Allows a 5% chance on looting foes to find a rare or magical item.
Romanoran Cornerstone 4 When built into a building (or placed inside the wall of a current one), this stone's magical powers activate, creating a perfect environment for the discerning and orderly Imperial citizen. It will increase the hardness of doors, walls, and windows, remove dust build-ups, clean soiled spots, as well as comes with a complimentary portrait of the current Romanoran emperor.
Slab of Messaging 6 This handheld-sized slab of dark-gray stone contains a series of ordered numbers and shapes on one side of the slab. On the other side of the slab, there is a specific set of numbers and characters unique to each slab. By touching the correct order of characters and numbers, you may open up a continual line of communication to another Slab of Messaging as per the message spell until the "X" character on the slab is pressed, or go out of the Slab's 200 foot range.
Moxie's Repeater Type 1 6 This tripod features a long revolving metal barrel with six slots with clasps capable of holding up to six wands. After using a move action to set up the tripod, the user of the Repeater may switch between using any of the six available positions as a free action (as compared to a move action of grabbing a stowed wand). In addition, the stability offered by the tripod grants a +1 to hit with touch attacks made from attached wands.
Mask of the Midnight Duelist 14 Wearing this mask grants +2 to Dex and Str. While in low light areas, you gain an additional +1 morale bonus to attack rolls and AC. You also feel very cool and mysterious wearing it, and can you REALLY put a price on that?
Mage-Ring Prototype 50 This expandable device runs using ambient ley energy to teleport its user to another active Mage-Ring. Other Mage-Rings are often kept in other Torch facilities, but others may yet exist.

Torch Rank and Cost

 
Rank Title Buy at Sell at
0 Torchbearer 120% 80%
1 Lantern 110% 90%
2 Lantern Princeps 100% 100%
3 Torchlord 90% 100%
4 Torch Master 80% 100%

Character Rank Available Credit (as of 7/30/21)
Gregor Torchlord 0.2
Sir Ulrich NA 0
Zelt NA 0

See Also


Item type
Magical

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