Sunday, September 20, 2009

Enchanter's Goo (Magic Item)

Written by Justin Mason

Enchanter's Goo

A glowing green slime-like substance, very highly reactive to magical items and artifacts. Its recipe is a guarded secret of powerful enchanters, but one fact that is known is that the ingredients for the foul smelling brew are found across many different planes.

Enchanters Goo is used to merge two magic items into a single object. The process is dangerous and painstaking, but often well worth the risk.

Items combined with Enchanter's Goo must be of the same type. For instance, a bladed weapon can only be merged with another bladed weapon, a wand, only with another wand, and full plate armor only with another suit of full plate armor, etc.

There must be 1-gallon of Enchanter's Good per 1-pound of the combined weight of both items being submerged within the goo, and both items must be in some way enchanted. If there is too little goo, both items will be completely dissolved and destroyed.

Items placed in the goo must remain undisturbed for 3 full days (72-hours), if they are removed from the goo before that time, all magical abilities of both the items are completely nullified.

If use is attempted by the untrained hand, then there is only a 50% chance of success. For each trained rank in Use Magic Device, +2% may be added to the success rate up to 90%. If the attempt fails then both items are dissolved and completely destroyed.

Results of successfully merged magic items:

• A random check will determine what physical form the merged item will take (or if desired the game master can be creative and come up with a combination of both the original items)

• Charged effects transfer as the same number of said charge effects

• Bonus Enchantments to the same statistic do not stack, instead the highest of the magic bonuses remains (this is applied to ability scores, armor class, saving throws, or any other such statistic). Bonuses to different statistics carry across.

• Recharging abilities carry across, if more than one like recharging abilities are merged, then both remain effective, though bound by their original limitations.

• Other effects, such as item sentience, alignment, curses, conflicting effects, etc. are merged, or changed solely at the discretion of the game master, but should be resolved at the time of item merging.

The known market price for enchanter's goo is about 250 GP per 1-Gallon. Finding enough goo to merge larger items (such as suits of armor) should be a challenge as very few enchanters would have so much of the substance readily available.

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