Item Enhancements by Slot

Cloth Armor

Linen Vestments

Free-flowing robes or other vestments designed to allow for mobility, ease of breath, and other factors to aid in spellcasting.

  • No modifiers
  • Market Value: 50 cp

Silken Vestments

Vestments of silk, a valuable cloth that is lighter and even more comfortable than linen.

  • +20% Interrupt Resistance
  • +5% Dodge
  • Market Value: 2 sp

Mageweave Vestments

Vestments woven of strands of individually-enchanted thread, glistening with many colors.

  • +10% Magic Resistance
  • +10% Arcane Damage
  • Market Value: 2 gp

Flameweave Garb

Silk, so treated to withstand great heat, gains new and powerful traits when burned in intense magical fire. Flameweave is naturally white, but is usually died fiery hues.

  • +20% Fire Resistance
  • +10% Fire Damage
  • Market Value: 2 gp

Frostweave Garb

Wool, when subjected to intense magical cold, hardens into a dense, protective shell. Frostweave is less pliable even than ordinary wool, but offers sturdy protection.

  • +20% Frost Resistance
  • +10% Resilience
  • +10% Frost Damage
  • -5% Spell Power
  • -5% Dodge
  • Market Value: 2 gp

Runecloth Vestments

Vestments made of thick cloth of many layers, into which foil runes were painstakingly beaten. Thicker than wool and twice as heavy, this cloth offers excellent protection but some slight hindrance to spellcasting.

  • +15% Soak
  • +25% Fortification
  • +25% Magic Resistance
  • -10% Spell Damage
  • Market Value: 5 gp

Moonweave Garments

Woven from strands of moonlight, delicately spun into gossamer fabrics, this cloth glows with a silvery radiance. It is particularly aligned with the forces of healing and restoration.

  • +20% Healing
  • Fast Healing 10%
  • Market Value: 5 gp

Shadowcloth Garments

Woven by the blind under the new moon, Shadowcloth is a fabric which can absorb magic.

  • 20% Magic Resistance
  • Each time you absorb magical damage, you gain +10% damage with all spells for 3 rounds (stacks and refreshes).
  • Market Value: 12 gp

Spellwoven Garments

Spellweave, a fabric woven of threads spun from magically-summoned fire, glows with a fiery brilliance, its color ever-changing. It can enhance a spellcaster's power, but at a cost.

  • 20% Magic Vulnerability
  • +20% Spell Damage
  • Market Value: 12 gp

Tabards

Tabards are rectangular flaps of cloth worn over the front and back, typically embroidered with a design or symbol to signify the wearer's affiliation.

Tailors can imbue magical properties into tabards, granting enhancement and new abilities to all those wearing a tabard of the same design.

The base tabard is crafted, and then enhanced through embroideries; there is no limit to the number of minor embroideries a tabard may have, but it may have only one major embroidery.

Some embroideries have synergy effects; the power of the embroidery is enhanced when used in concert with other wearers of the same tabard with the same embroidery.

Tabard

A basic tabard.

  • Effect: it is a tabard.
  • Cost: 10 cp

Major Embroideries

Whispering Wind

  • Effect: At-will; the words you speak are carried by the winds to all other wearers of the tabard. The winds travel at 60 miles per hour, and can travel for up to one hour. They can enter buildings, caverns, and the like, but cannot enter or exit entirely enclosed spaces. The whispered words are audible to all, albeit at a whispered volume.
  • Cost to Create: 1.5 gp

Telepathy

  • Effect: At-will; you can send telepathic messages to all other wearers of the tabard.
  • Cost to Create: 6 gp

Telepresence

  • Effect: At-will, concentration; you can appear as a translucent image within Short range of any one wearer of the tabard. You can see and hear from the perspective of the image, while your true body remains motionless. You can speak to anyone present in the vicinity of the image, but the image cannot affect the physical world around it or cast spells.
  • Cost to Create: 25 gp

Minor Embroideries

Light

  • Effect: The tabard generates an emanation 2, producing dim light, enough to find your footing in the dark and notice nearby creatures.
  • Synergy: For each additional tabard in the emanation, the light's radius increases by 2 squares. With 3 tabards, the light becomes bright, and dim illumination extends to double the radius.
  • Cost to Create: 2 sp

Warmth

  • Effect: The tabard generates an emanation 1, in which all creatures are warmed, as if near a fire. It offers protection against cold environments, within limits--it is unlikely to stave off the full effect of a raging blizzard, for instance.
  • Synergy: For each additional wearer of the same tabard within the emanation, the radius increases by 1 square. With 3 tabards, the effect halts strong winds and precipitation.
  • Cost to Create: 5 sp

Tent

  • Effect: The tabard unfolds into a tent large enough for 1 person. The tabard's design shows clearly on the tent's exterior.
  • Synergy: For each extra tabard, the tent enlarges to accomodate one more person. With 3 tabards, the tent includes ambient light.
  • Cost to Create: 1 gp

Alarm

  • Effect: The tabard generates a centered circle 5. If any significant creature violates the perimeter, a loud ringing goes off immediately. If you leave the circle, the effect goes in cooldown for 1 hour.
  • Synergy: For each extra tabard, the radius doubles (max 80 squares). With 3 tabards, the alarm may be, optionally, a silent, mental warning which the intruder will not hear.
  • Cost to Create: 1.5 gp

Reserve

  • Effect: The tabard stores the state of your reserve spells. Should the spells be removed for any reason (dispelling, death, etc), you may, as a free action, restore them all. This effect has a cooldown of 1 hour.
  • Cost to Create: 3 gp

Miscellaneous

Bag of Holding

  • Effect: Small bag holds up to 1,000 lbs of gear, as long as it fits through a 6-inch wide opening.
  • Level: 2
  • Market Value: 2 gp

Portable Hole

  • Effect: Hole leads to 10-ft cube, has 6-ft wide opening.
  • Level: 8
  • Market Value: 20 gp

Cape of the Mountebank

  • Effect: 1/enc: teleport within medium range. 1/day: teleport 1 mile/level (self or party).
  • Level: 9
  • Market Value: 25 gp

Flying Carpet

  • Effect: Mount that allows flight: tactical 10, overland 50 mph, lasts up to one hour, then must cool down for 4 hours. Requires flight training (50kgp). Holds one or two people.
  • Level: 15
  • Market Value: 50 gp

Cloak of Arachnida

  • Effects:
    • Constant: spider climb, immune to webs (magical or mundane), can climb along webs at full speed.
    • Once/day: cast Web as the spell. Immune to poison from spiders.
  • Level: 6
  • Market Value: 12 gp

Cloak of the Bat

  • Effect: +5 to Stealth, can hang upside from the ceiling like a bat. Once/hr: fly at normal speel for up to 5 minutes in bat form, but only usable in darkness.
  • Level: 7
  • Market Value: 16 gp

Cloak of Fog

  • Effect: Once/hour, swift: cb5, concealing fog blocks vision beyond 1 square. Fog disperses after 5 rounds.
  • Level: 3
  • Market Value: 4 gp

Cloak of Displacement

  • Effect: On attack: you have a 50% to teleport up to 5 squares to a location you can see. Max once/rd. Each teleport uses one charge; you regenerate one per hour, to a maximum of 3 available at a time.
  • Level: 9
  • Market Value: 25 gp

Cloak of Elvenkind

This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color. However, when worn with the hood drawn up around the head, it gives the wearer a +5 competence bonus on Stealth checks.

  • Effect: +5 to Stealth.
  • Level: 3
  • Market Value: 4 gp

Cloak of Etherealness

  • Effect: As a move action, you may enter (or exit) the ethereal plane. You may remain in the ethereal plane for up to 100 non-contiguous rounds per day. Entering the ethereal has a Recharge of 33%.
  • Level: 15
  • Market Value: 64 gp

Feats

  • Cloak-and-Mantle: You may wear two cloaks, one as a mantle and the other as a full cloak. You may modify any cloak to become a mantle, and vice-versa.
  • Cloth Armor Specialization: When wearing cloth armor, you gain +10% Haste and Dodge, and +2 initiative.
  • Needlepoint: Your expertise with precision needlework grants you +10% to Hit and Critical Chance with all attacks.
  • Spellthread: You may embroider your clothing with quasi-magical threads. These are treated as non-reusable item enhancements to clothing or cloth armor, and can only be used by you. The cost of each is: 1 gp / 2 gp / 5 gp / 10 gp / 20 gp in tailoring mats (by rank). Your choices are:
    • Flaming Spellthread: Grants +5/10/15/20/25% Hit Power and Haste.
    • Ghostly Spellthread: Grants +5/10/15/20/25% to Recharge and Energy Gain (25% Energy Gain means that you have a 25% chance to gain 2 Energy points each time you gain 1).
    • Shadow Spellthread: Grants +5/10/15/20/25% Absorb (all). Each time you absorb damage, you gain +10% hit power for 2 rounds (stacks/refreshes).
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