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Ogre's Magic Item Overhall; Flasks


OgreWattage

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In my world Magic is every where, more akin to just being more , and less akin to altering stuff already in existence. so here are some Items I used in the past, all related to flasks, potions and drinks.

 

You ever been in that fight in lower levels that feels oh so close, and your healing yourself, the cleric is healing you, but every one needs it just as bad, But its not enough to be comfortable to fight back? so you put the meat in meat shield, it was kind a cool that one time, Now its four sessions later and its the same type feeling mixed with dread for combat because of the healing you got to do to yourself, these next three flasks is meant to break the cycle

 

 

Large Potion Flask

 

This potion flask can hold 3 swigs of any potion

The price of a potion in this flask is worth 2.75x the normal potions price +300 gp, as it takes a master glass maker to create this style of flasks.

The normal potion to buy a potion in this flask. If this flask is unidentified the drinker must pass a reflex check of 5 +5 per spell level in the potion flask, to not drink 1d3 charges of the potion, when drinking the potion in this flask, with only 2 charges of the potion taking effect

This allows a drinker to drink 2 charges in the same action

as long as there is a charge in this flask, it looks full

Looks like a typical potion vial, with the exception of having a knob in the neck, sometimes with a precious gem of various types but not required. Its not typically larger in physical size, nor does it give off any type of magical aura, or trace. However if the roll to identify the potion is higher by at least the potion's spell level will identify the flask.

 

Giant Potion Flask

This potion flask can hold 6 swigs of any potion

The price of a potion in this flask is worth 5.75 x the normal potions price +300 gp, as it takes a master glass maker to create this style of flasks.

The normal potion to buy a potion in this flask. If this flask is unidentified the drinker must pass a reflex check of 5 +5 per spell level in the potion flask, to not drink 1d6 charges of the potion, when drinking the potion in this flask, with only 3 charges taking effect

This allows a drinker to drink 3 charges in the same action

as long as there is a charge in this flask, it looks full

Looks like a typical potion vial, with the exception of having 2 knobs in the neck, sometimes with precious gems of various types but not required. Its not typically larger in physical size, nor does it give off any type of magical aura, or trace. However if the identify spell check is higher by the potions spell level will identify the flask.

Fast action flask: A flask designed for front line soldiers, A flask with three needles on the top of it. and they hang on a leather module belt around your chest, like ammo belts, however ,they face inwards, with a seal of wax keeping those needles from going off accidently , and when you get crited on or as a free action you can hit the back of the potion bottle and it perices you it gives you 1d8 right there, then you get fast healing = 2d4 for 1d4 turns, but that one requires a fort save to not get sick from all the healing stuff that hit at once. Costs is 3,5 time of a normal heal pot

 

 

Flask Of life's heat|Flask of A Spirits Torment 

Flask of Life's Heat 

A dull green flask. prized by adventures everywhere

This flask can not be filled with any liquid, however if the flask is placed into a campfire bonfire for over 1 hour, then it will start to glow orange like its molten glass. Only the person who put the flask of the in the fire can withdraw it with out taking 3d6 fire damage. The graph represents a undamaged Flask of life, while most are horribly damaged, but they can be repaired. The Tactic to repair these flasks were at one time a closely guarded secret of The Ælfs, then a even tighter held secret of the Drow. These being well spread among the drow allowed them to move away from typical clerics is one theory as to why the Drow are so far removed from their Elf brothers.

However the methods were released to most when a dwarf enchanter was imprisoned in a drow prison where he was able to watch many of these items get made, and repaired.

The discovery was that a soul of a caster who can cast the spells must be claimed melted, and worked down then applied to the cracks in the flask. The magic it uses is directly evil, while the holy magic held with in, is purely good.

in some lands the Flask is named, "Flask of souls torment." but regardless the item is loved, and a fully repaired Flask is a badge of near legendary merit as when the current user dies, it can cause the flask to break entirely or be spider webbed with cracks (when a character dies with this in their inventory roll, the shatter effect is applied, and if the cracks are over 6 cracks, it's considered broken and unusable, with only a wish spell being able to repair it.

(yes this is an etus flask)

 

 

The shatter effect is designed to not destroy the flask flat out with the idea, that only the max number breaks it, otherwise its just reduced .

Flask of Life's Heat  
Level Cure light Wounds Cure Moderate Wounds Cure serious Wounds Cure Critical Wounds Heal Regenerate Shatter effect
1st 1 - - - - - 1d4- fort
2nd 2 - - - - - 1d4- fort
3rd 3 - - - - - 1d4- fort
4th 2 1 - - - - 1d6- fort
5th 1 2 - - - - 1d6- fort
6th - 3 - - - - 1d6- fort
7th - 4 - - - - 1d6- fort
8th - 3 1 - - - 1d8- fort
9th - 2 2 - - - 1d8- fort
10th - 1 3 - - - 1d8- fort
11th - - 4 - - - 1d8- fort
12th - - 5 - - - 1d8- fort
13th - - 4 1 - - 1d10 - fort
14th - - 3 2 - - 1d10 - fort
15th - - 2 3 - - 1d10 - fort
16th - - 1 4 - - 1d10 - fort
17th - - - 5 - - 1d10 - fort
18th - - - 6 - - 1d10 - fort
19th - - - 6 1 1 1d12- fort
20th - - - 6 1 1 1d12- fort

 

 

The Alche-Meta Revolver Flask

these flasks operate like normal flasks with two distinctions the first is that the neck of the potion bottle is at a an angle, and can be pushed along when pushed the potion changes to one of the others in stored in another chamber, that and it comes in every variation of meta magic rods.

 

 

 

 


 

 

 

 

 

I messed up the math for the belt shelf in the table somewhere, Im still working on it, but effectivly its X +1/2x+6000

or (X+E) + 1/2ex +6000

X is always the final value of the belt shelf that shares a encryption status with the one your working on,

Add the 1/2 of value,+6000 to get the value of the next higher shelf in terms of holes.

I know I wrote holes alot.

This belt poach thing is I gotta say a favorite item of mine for players

The Alchimist's Belt Shelf, a hard leather rectangle that seems to be holding two potions, , and can be attached to the belt, but if one of these potions is pushed it will disappear over the edge of the box, to another shelf spot, while another slides in from the opposite direction

 

Each slot can hold a potion, flask, scroll, wand, or anything roughly bottle sized such as boat in a bottle golem, Alchemical weapon that count as a flask before use, wine bottle, Daggers, shrunk items that unshrink on command

They come in the typical size 8 by 8, large 16 by 16, and Huge 20 by 20, These can also be coded, meaning you can set it up where it ony shows the other potions if pushed in an uncoded spot.

2500 gp, 4000 gp large, 8500 gp for huge. For encryption coding add 1,000 gp, 2,500 for large, 4,000 for huge.

So if you want encrypted huge that is 12,500.

This item is the signature of a member of the Star Crossed Boarder herbologists.

 

 

 

 

Another opening to your shelfs can be created with a master crafter, and costs 50% more then the one opening version level of the belt shelf, +6k for every opening, lets say you want 5 openings on he max level, no encryption as the barb is just not getting it.

 

8.500+ (4,250+6000) hole 2

8.500+ (4,250+12000) hole 3

8.500+ (4,250+18000) 30,750 hole 4

8.500+ (4,250+24000) 36,750 hole 5

 

Size without encryption with encryption without encryption, 2 holes with encryption, 2 holes without encryption, 3 holes with encryption, 3 holes
Normal 2,500 3500 9750 11,250 20.625 22,875
Large 4,000 6,500 12,000 15,750 24,000 29,625
Huge 8,500 12,500 18,750 0 24.750 34,125 43,125
equations normal 2,500 2,500+1,000 2500+1250+6000 3500+1750+6000 15,750 + 7857 +6000 11,250+5625 +6000
equations large 4000 4000 +2500 4000+2000+6000 6500+3250+6000 12,000+6000+6000  
equations huge 8,500 8,500+ 4000 8500+4250+6000 12,500+6250+6000    

 

Other items I need to add to this; The weapon potion pommel,

tracking word flasks: A flask you tell it what to do and it teleports to the named character and deploys potion,

Foam armor: A foam

 

 

 

 


Edited by OgreWattage (see edit history)

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