Post by Skeld on Jul 20, 2014 13:49:27 GMT -6
Arcane Anvil (strong Abjuration)
This large anvil weighs 10,000 lb and is made from magically treated adamantine. It's weight far exceeds what one would expect. It is covered in runes from most known languages (and some that are unidentifiable) etched into its surface. It is cool to the touch regardless of the ambient temperature.
When a magic weapon or armor is placed on the anvil and worked with a normal hammer, the runes begin to glow and grows warm to the touch as magical energy is siphoned from the item to the anvil. After 1 hour of hammering, the weapon or armor becomes non-magical (though still masterwork) and all of the items magical power is stored in the anvil. If a different weapon or armor is placed on the anvil and hammered again for an hour, some of the previous item's magical energy can be transferred to the new item. Once the energy has been transferred, the anvil ceases to glow and grows cool again.
In this fashion, magical power can only be transferred from higher powered items to lower powered items. An item's power is determine by its overall effective enhancement bonus (+1, +2, etc.). When transferring magic, the user may increase the new item's enhancement bonus by +1 or transfer a single special ability (for example, flaming). When complete, the new item must be of lower or equal power to the original item. Any attempt to transfer magical power to an item of equal or higher power fails and the magical energy stored in the anvil is lost. Additionally, an item has to be able to support the ability that is transferred to it, otherwise the magic energy is lost (for example, a warhammer cannot receive the keen ability because it is not a slashing weapon).
Only weapons can be used to transfer power to weapons and only armor can be used to transfer power to armor. Any type of weapon or armor can be worked on the arcane anvil, even items such as arrows, wooden clubs, and leather armor. A non-magical item must be of masterwork quality to receive any power. A masterwork item that receives power from the anvil must first be enchanted to a +1 enhancement bonus before receiving any special abilities.
Destruction
An artifact placed upon the anvil and worked for 4 hours causes the anvil to absorb too much raw magical energy. This causes the anvil to crack and become useless. The artifact placed upon the anvil is unharmed.
This large anvil weighs 10,000 lb and is made from magically treated adamantine. It's weight far exceeds what one would expect. It is covered in runes from most known languages (and some that are unidentifiable) etched into its surface. It is cool to the touch regardless of the ambient temperature.
When a magic weapon or armor is placed on the anvil and worked with a normal hammer, the runes begin to glow and grows warm to the touch as magical energy is siphoned from the item to the anvil. After 1 hour of hammering, the weapon or armor becomes non-magical (though still masterwork) and all of the items magical power is stored in the anvil. If a different weapon or armor is placed on the anvil and hammered again for an hour, some of the previous item's magical energy can be transferred to the new item. Once the energy has been transferred, the anvil ceases to glow and grows cool again.
In this fashion, magical power can only be transferred from higher powered items to lower powered items. An item's power is determine by its overall effective enhancement bonus (+1, +2, etc.). When transferring magic, the user may increase the new item's enhancement bonus by +1 or transfer a single special ability (for example, flaming). When complete, the new item must be of lower or equal power to the original item. Any attempt to transfer magical power to an item of equal or higher power fails and the magical energy stored in the anvil is lost. Additionally, an item has to be able to support the ability that is transferred to it, otherwise the magic energy is lost (for example, a warhammer cannot receive the keen ability because it is not a slashing weapon).
Only weapons can be used to transfer power to weapons and only armor can be used to transfer power to armor. Any type of weapon or armor can be worked on the arcane anvil, even items such as arrows, wooden clubs, and leather armor. A non-magical item must be of masterwork quality to receive any power. A masterwork item that receives power from the anvil must first be enchanted to a +1 enhancement bonus before receiving any special abilities.
Destruction
An artifact placed upon the anvil and worked for 4 hours causes the anvil to absorb too much raw magical energy. This causes the anvil to crack and become useless. The artifact placed upon the anvil is unharmed.