"Magic" & Healing Items
Magical Items
The legends of The Imperium of Man tell of bountiful magicks, of even the humblest of homes having conveniences and contrivances imbued with magic. But, the knowledge of how to make magical items has been lost. All remaining magical items are all now relics of that far gone age. They are precious items sought by fortune hunters and hoarded by the wealthy. Consumable magic items such as potions, scrolls, and items with charges are especially prized as few have survived. However, there are certain abilities and items that remain that all but the most educated would deem as magicalFlash Powder
The Air Gnomes have concocted an explosive black powder with uses both festive and destructive. Flash powder is used in their firearms, canons, and rockets. Their rockets are used both as weapons for their airships and as "sparkle rockets" that light up the skies with vibrant bursts of color. However, the recipe is a closely guarded secret.Flash powder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Flash powder is rarely sold, but comes in small wooden kegs and in water-resistant powder horns. Setting fire to a container full of flash powder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of flash powder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. |
Healing
The knowledge on how The Imperium of Man made its powerful healing potions is lost. However, apothecaries and surgeons have learned how to use certain herbs and tinctures to aid in healing and recovery from disease. These balms, poultices, and elixirs can provide some relief in the skilled hands of a healer.The primary means of healing are nonmagical.
The healer feat allows a character to spend charges of the medical kit to heal. When a character uses a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest. |
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