Imbuing Technology / Science in Sundered Cosmos | World Anvil
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Imbuing

Once you’ve refined an item to a high enough level, you unlock the ability to imbue the item. The necessary level to unlock imbuing varies from item to item. Imbuing an item follows a similar process as refining: add monster parts that meet the requirements for the imbued property you want to add to the item. You can’t use monster parts if they do not meet the requirements for the imbued property. For example, if you are imbuing a cold property, you can’t use parts from a monster that doesn’t have any cold abilities. Track this value separately from the monster parts you use to refine the item, and if the item is high enough level and of the right type to be imbued multiple times, track the value for each imbued property separately. Continue adding value to the imbued property as you use more parts to imbue the property, just like with refining.  The imbued property levels up, potentially granting increased benefits to the item. Just like with refining, the value and benefits are cumulative, and you can keep adding value to increase the imbued property’s level further and gain more benefits. An imbued property’s level can never be higher than the item’s level or your level, whichever is lower.

Utility

Imbued Properties

The following imbued properties are available when imbuing items with different kinds of monster parts. Sometimes an imbued property lists that the item gains either a specific spell, or a chosen spell that follows certain criteria. In this case, the item gains a command and Interact activation the same number of actions as the listed spell, with an effect of casting the listed spell. The item’s DC for any effects is based on its item level. If the item needs to make a spell attack roll or counteract check, its modifier is equal to its DC - 10.
Some imbued properties, especially for weapons, have multiple upgrade paths, reflecting the different ways you can adjust the imbuing process. These paths are magic (emphasizing thematic spells), might (emphasizing direct damage), and technique (emphasizing special effects and damage over time). If the weapon is capable of holding multiple imbued properties, you can apply the same imbued property to the weapon multiple times as long as you choose a different path each time.
To use an activated ability of an imbued property on a held item, such as a weapon, you must be wielding the item. Any effects are cumulative. For instance, if you wanted to make the ultimate fire sword, you could imbue the sword with fire from each of the magic, might, and technique paths. You would combine the fire damage and persistent fire damage from all three paths to determine the weapon’s total effects, meaning you would eventually deal 5d10 persistent fire damage on a critical hit!
Imbued Properties
Acid 
Bane
Chaos
Charisma 
Cold
Constitution 
Dexterity 
Elemental Electricity 
Energy Resistance
Elemental Fire 
Force
Fortification
Holy
Intelligence 
Law
Mental Aspect 
Negative Energy 
Poison 
Positive Energy 
Sensory
Sonic
Spellcasting 
Strength 
Sturdy
Vile
Wild
Winged
Wisdom 
 

Imbue

Downtime
You integrate material components you have acquired as part of your adventuring into your gear. Make a Crafting check at the DC for the effect you are trying to imprint onto your gear. This represents using your craftsmanship to improve your gear.
  • Critical Success: You imprint the desired effect onto the Item and recover half of the materials planned for the upgrade through extraordinary effeciency
  • Success: You imprint the desired effect onto the Item
  • Failure: Your upgrade does not take to your item but you recover half of the materials planned for the upgrade.
  • Critical Failure: Your upgrade does not take to your item and you lose the materials set aside for it
— Taming the West
Parent Technologies

Imbuing by Item Level (Weapons and Armor)

 
Item Level Parts Cost Refine DC
1 20 gp 14
2 35 gp 15
3 60 gp 17
4 100 gp 18
5 160 gp 19
6 250 gp 21
7 360 gp 22
8 500 gp 23
9 700 gp 25
10 1000 gp 26
11 1440 gp 27
12 2060 gp 29
13 3120 gp 30
14 4,600 gp 31
15 6,800 gp 33
16 10,300 gp 34
17 16,000 gp 35
18 26,000 gp 37
19 45,000 gp 38
20 60,000 gp 39

Imbuing by Item Level (Shields, Perception Items, and Skill Items)

 
Item Level Parts Cost Refine DC
1 10 gp 14
2 20 gp 15
3 35 gp 17
4 60 gp 18
5 100 gp 19
6 160 gp 21
7 240 gp 22
8 340 gp 23
9 470 gp 25
10 670 gp 26
11 950 gp 27
12 1350 gp 29
13 2000 gp 30
14 3,000 gp 31
15 4,300 gp 33
16 6,500 gp 34
17 10,000 gp 35
18 16,000 gp 37
19 25,000 gp 38
20 45,000 gp 39

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