TW items
if at all possible i try to com up with tw items that are enhancements ie. magic improving or working with tech not replacing tech
techno-wizard item of legend
antimatter sword
a sword hilt the looks the simular to flaming sword hilt, only when activated a blade of pure antimatter appears allowing the sword to cut through almost everything
the sword does 1d4x100md per strike . duration of activation 1 melee per device level.
spells needed annaliation, dimensional portal, impenatrable wall of force.
the impenatrable wall forms the out side of the blade containing the antimatter except the cutting edge , and the dimensional portal replentishes the antimatter supply
the sword does 1d4x100md per strike . duration of activation 1 melee per device level.
spells needed annaliation, dimensional portal, impenatrable wall of force.
the impenatrable wall forms the out side of the blade containing the antimatter except the cutting edge , and the dimensional portal replentishes the antimatter supply
tw annihilation flint lock
does 2d4x10 md +4d6md to 10' radius payload 10 shots activation cost 75ppe
requires 10 extra gems to reduce the creation cost and activation cost to something usable in mine the gems run along the barrel and each gem will slightly glow showing how many shots remaining spell required sphere of annihilation.
requires 10 extra gems to reduce the creation cost and activation cost to something usable in mine the gems run along the barrel and each gem will slightly glow showing how many shots remaining spell required sphere of annihilation.
tw green house
a tw attachment added to a green house that uses the biomancy spell accelerate growth
when activated every planet within the green house will age/grow one week per melee., lasting device level in melees
allowing a single green house to product massive amounts of food.
spells accellerate plant growth and engeryfield
when activated every planet within the green house will age/grow one week per melee., lasting device level in melees
allowing a single green house to product massive amounts of food.
spells accellerate plant growth and engeryfield
tw energy sword
creates a sword of crackling energy that does 1d6x10 (+1 per device level) simular to flaming sword
subpartical acceleration (damage), energy field(dur), imp to energy(don't hurt self with it)
subpartical acceleration (damage), energy field(dur), imp to energy(don't hurt self with it)
tw sonic grenade
spell sonic blast
tw napalm grenade
fire globe spell
tw turbo charger vehicle enhancement
using super human strength and speed to give the motor more horsepower and torque granting a 50% increase in speed and acceleration
activation last 5min per device level
activation last 5min per device level
tw ppe storage device
holds ppe that can be drawn off and recharged at anytime. consist of a crystal sphere embedded with one dimond per device level all dimonds are interconned by silver wire
activation charges the device for 2 days per device level allowing to be charged with 100 ppe per device level when charged sphere glows and for every 100 ppe it contains one of the dimonds will also glow allowing at a glance user to figure how much it contains
activation charges the device for 2 days per device level allowing to be charged with 100 ppe per device level when charged sphere glows and for every 100 ppe it contains one of the dimonds will also glow allowing at a glance user to figure how much it contains
tw rapid fire rail gun
when active rail gun fires at twice normal rate doing double damage. spells speed weapon, telekinesis (avoid recoil)
activation last for 1 melee per device level
activation last for 1 melee per device level
tw scroll transcriber
apon activation converts any spell cast into it, into a scroll, in what ever lang user indicates
printer, microphone, create scroll, toungs, eyes of thoth. requires ppe activation cost and ppe for spell being transcribed
printer, microphone, create scroll, toungs, eyes of thoth. requires ppe activation cost and ppe for spell being transcribed
tw bow
when activated launches arrows with super natural str doings 4d6+15md at twice normal rate
superhuman str, enchant weapon minor, fleet feet, activation last for 5 shots per device level
superhuman str, enchant weapon minor, fleet feet, activation last for 5 shots per device level
tw speed of snail gun
rng is that of gun used, target is affected by spell for 2 melee, per strike activation charges gun with one shot per device level
tw antimatter grenade
2d4x10 md 60ppe if used in wi gl20 autogrenade launcher 2d4x10 each burst of 10 does 6d6x10md
tw impenatrable force field
imperatrable wall of force
when active the force field will protect user from all damage. onlt penality is that can not attack out well force field is active
when active the force field will protect user from all damage. onlt penality is that can not attack out well force field is active
tw force field enhancement
armor invicable when active the mdc of the force field will increase by 25mdc per device level
tw exoskeleton enhancement
useable only on body armor with exoskeleton enhancement
spells use super human str and superhuman spd. granting supernatural str and move faster
spells use super human str and superhuman spd. granting supernatural str and move faster
tw fleet feet
power armor/ body armor enchantment that activates the fleet feet spell doubling the number of attacks be melee
anyone else find a samas with 12 attacks per round disturbing?
anyone else find a samas with 12 attacks per round disturbing?
tw daylight lasers
uses globe of daylight as the initiator for a laser gun allowing the gun when activated to damage vampires
tw railgun enhancement
using the spell speed weapon modify a railgun to fire twice as many rounds per attack doubling damage
tw eclip
a normal eclip with a tw attachment using subpartical acceleration to recharge it.
it can also be recharged normally or with ppe making it very useful allowimg mages or psychics to power normal weapons
activation cost is the cost of the spell allowing one activation to charge a normal eclip 30ppe
it can also be recharged normally or with ppe making it very useful allowimg mages or psychics to power normal weapons
activation cost is the cost of the spell allowing one activation to charge a normal eclip 30ppe
tw partical beam weapons
take a normal partical beam weapon use subpartical acceleration and energy field so when tw enhancement activated
one shot per device lvl is +50% range and double damage.
one shot per device lvl is +50% range and double damage.
tw super ps robot/pa enhancement
using superhuman str spell to enhance a robots or power armors strength to super natural levels usually allow double duration as well.
it allows the robot/PA to lift or carry more and do ore damage in HTH.
it allows the robot/PA to lift or carry more and do ore damage in HTH.
tw plasma cannon
normal plasma cannon using eclips but when activated does double damage spells needed fire bolt, energy field, and fire ball.
enhancement is active a number of shots = to device level
enhancement is active a number of shots = to device level
tw annilation missles
replacing the war head of a normal missle with a tw one
long range=does 2d4x100md 600ppe
med rng = 2d4x50md 300ppe
short rng = 2d4x25md 150ppe
mini missles =2d6x10md 100ppe
long range=does 2d4x100md 600ppe
med rng = 2d4x50md 300ppe
short rng = 2d4x25md 150ppe
mini missles =2d6x10md 100ppe
tw flash light
strait tw conversion of a normal flashlight to ppe 1 ppe double duration of latern light
Tw power core
This is a single use magical construct that is created with a set duration of charge. Designed to supply all the power needs for a robot, power armor, or a vehicle.
(sub-particle acceleration for ppe to energy, and energy sphere for duration, granting device level x2 days charge at a set construction cost, i added energize spell, so that i could multiply the construction cost to increase the duration but the same multiplier. I then broke down the calculations to get the per day cost.
P.P.E. Construction Cost:
Number of days of charge desired x 152 / device level
Spell Chain Needed: Primary Spell: sub particle acceleration(20), Secondary Spells:
Energy Sphere (120), and Energize spell (12),
Physical Requirements: device level x 500 credits(¼ carat) worth of Red zircons and 75 credits (¼ carat) worth of ruby quarts per device level x days charge. The more efficient it is the more gems it requires + 100,000 credits total worth of equipment and parts.
Duration of Charge: The power core will provide continuous power, for total duration of charge
To Recharge: Not applicable.must be created with a set charge duration.
Construction Time: 15 hours per device level (the more efficient it is the longer it takes to build
Black Market Cost: equals Number of days worth of charge x 380 credits + gems required
One Year: 2 million credits.
Two Years: 4,1 million credits.
Five Years: 6.4 million credits.
Ten Years: 12,3 million credits
TW ritual team
Base ppe average techno-wizard lvl 6 average 150 PPE
Ritual team can access 450 ppe per person with over charging on a leyline
Creation 2800 ppe +140ppe per 20 day duration of charge
140 x18 = 2520 for 360 days
Total ppe cost 5320 so a 12 person ritual team
This is a single use magical construct that is created with a set duration of charge. Designed to supply all the power needs for a robot, power armor, or a vehicle.
(sub-particle acceleration for ppe to energy, and energy sphere for duration, granting device level x2 days charge at a set construction cost, i added energize spell, so that i could multiply the construction cost to increase the duration but the same multiplier. I then broke down the calculations to get the per day cost.
P.P.E. Construction Cost:
Number of days of charge desired x 152 / device level
Spell Chain Needed: Primary Spell: sub particle acceleration(20), Secondary Spells:
Energy Sphere (120), and Energize spell (12),
Physical Requirements: device level x 500 credits(¼ carat) worth of Red zircons and 75 credits (¼ carat) worth of ruby quarts per device level x days charge. The more efficient it is the more gems it requires + 100,000 credits total worth of equipment and parts.
Duration of Charge: The power core will provide continuous power, for total duration of charge
To Recharge: Not applicable.must be created with a set charge duration.
Construction Time: 15 hours per device level (the more efficient it is the longer it takes to build
Black Market Cost: equals Number of days worth of charge x 380 credits + gems required
One Year: 2 million credits.
Two Years: 4,1 million credits.
Five Years: 6.4 million credits.
Ten Years: 12,3 million credits
TW ritual team
Base ppe average techno-wizard lvl 6 average 150 PPE
Ritual team can access 450 ppe per person with over charging on a leyline
Creation 2800 ppe +140ppe per 20 day duration of charge
140 x18 = 2520 for 360 days
Total ppe cost 5320 so a 12 person ritual team