In Adel magic can be felt in the very atmosphere and the air the people breathe. The spiritual power that makes a person whole is completely magic, regardless of the way one chooses to tap it. Magic is everywhere one chooses to see it or apply it. As such, it is not surprising that Adel has many “common” magical trinkets which can be purchased in cities or larger towns, or created by competent casters. Many of these items are of common use in Adel for those who can afford them.
Special Rules:
Infused Items: An infused item is a wondrous item that can, once per day, cast a certain ritual. Anyone can use such an item even if they do not know how to use rituals, but they roll for the rituals using their own skills, so some knowledge is typically required. You need not supply components for the ritual inside an Infused Item when you use it, but you must spend the full casting time (unless otherwise noted) and you must bring any focuses or pay any additional costs such as healing surges. Otherwise ritual in the item is cast normally as though you were casting it. You can’t learn rituals from these items.
To create an infused item, you must be able to use the ritual that will be infused in the item, and you pay half its market price, plus its focus costs and other costs except component costs. You then spend twice as much time as it takes to cast the ritual. At the end of this time, instead of casting the ritual, you cast the Enchant Magic Item ritual to create the infused item. An Infused Item is a Wondrous Item. You can create only the Infused Items listed – not every ritual is capable of being infused.
Concoctions: Strange salves and potions with powerful magic inside them, Concoctions are created with the Brew Potion ritual. Their cost to create is equal to half the market price of the Concoction. Concoctions use class powers, so you must have the appropriate Power to be able to brew the Concoction you want to.
Concoctions can be used on their own, or as ammunition with a crossbow or hand crossbow. If used as ammunition, you use the range of the crossbow and the attack bonus for your ranged basic attack with the crossbow or bow, instead of the attack bonus listed on the Concoction. If the Concoction is beneficial, you cannot use it as ammunition and must apply it by hand.
Applying or using a Concoction is usually the action of the power it mimics. A concoction functions as the power does in all other respects, as though you had the power and used it. They are consumable items, and so can only be used once.
Infused Items
Enchanted Disk Level 1
A steel disc with a number of bells and tassels hanging from it serves to carry your equipment.
Infused Item 72 GP
Power (Daily): Ritual Action. You cast the “Tenser’s Floating Disk” (PHB) ritual with a -2 penalty to your Arcana check. Its casting time becomes 1 minute when cast from this item, and its duration and carrying capacities are halved.
Carrier Pigeon Level 3
A strange origami bird that can come and go in an instant delivers your message.
Infused Item 136 gp
Power (Daily): Ritual Action. You cast the “Sending” (PHB) ritual. You have a -5 penalty to your Arcana check with it when cast from this item.
Knock Chime Level 4
The steel tubes suspended from this chime release subtle flows that send the surroundings aquiver.
Infused Item 168 GP
Power (Daily): Ritual Action. You cast the “Knock” (PHB) ritual with a -2 penalty to your Arcana check. You do not need to spend a healing surge to cast the ritual from this item; but if you do spend one, the casting time for the Ritual is halved.
Hand Of Glory Level 8
A dried hand said to have come from a mad oracle guides your way.
Infused Item 680 gp
Power (Encounter): Standard Action. You can use the “Holy Lantern” Cleric utility power (PHB), but it only lasts 1 hour.
Power (Daily): Ritual Action. You cast the “Hand of Fate” (PHB) ritual. Its duration is halved when cast from this item.
Instant Circle Level 12
A dreamcatcher with deftly hand-crafted runes across its ropes seals an area off.
Infused Item 2600 gp
Power (Daily): Ritual Action. You cast the “Magic Circle” (PHB) ritual. It affects a circle area with 6 squares of space inside and takes only 5 minutes to cast from this item.
Breaching Chalk Level 13
A stick of never-ending chalk lets you draw passages into the walls.
Infused Item 3400 gp
Power (Daily): Ritual Action. You cast the “Passwall” (PHB) ritual.
Obsidian Steed Level 15
A small figurine of a nightmarish horse becomes a mighty steed.
Infused Item 5000 gp
Power (Daily, Healing Surge): Ritual Action. You cast the “Phantom Steed” (PHB) ritual. Its duration is only 2 hours, but you are treated as having rolled 40 on your check, except that your Mount’s speed becomes 7, when cast from this item.
Concoctions
Exploding Potion Level 1+
A volatile red and orange potion holds wizardly fire magic that explodes in a brilliant burst of flames.
Concoction
Level 1: 50 gp
Level 11: 400 gp
Level 21: 5000 gp
Power (Consumable@Fire): Standard action. You make an attack as though casting the Wizard power Scorching Burst (PHB), but use the following modifiers and deal the following damage.
Level 1: +5 vs Reflex; 1d6+3 damage
Level 11: +15 vs Reflex; 1d6+6 damage
Level 21: +25 vs Reflex; 2d6+10 damage
Frostfield Potion Level 3+
A cold blue potion leaves the ground it is cast upon quite slick.
Concoction
Level 3: 125 gp
Level 13: 900 gp
Level 23: 6000 gp
Power (Consumable@Cold): Standard Action. You make an attack as though casting the Wizard power Icy Terrain (PHB), but use the following modifiers and deal the following damage.
Level 3: +6 vs Reflex; 1d6+2 damage
Level 13: +16 vs Reflex; 1d6+4 damage
Level 23: +26 vs Reflex; 1d6+8 damage
Curing Potion Level 4+
A warm pink and red potion that restores your wounds.
Concoction
Level 4: 150 gp
Level 14: 500 gp
Level 24: 800 gp
Power (Consumable@Healing): Consume the potion as a standard action. You heal as though the Cleric prayer “Bastion of Health” (PHB) was used on you (you must spend the healing surge for it as normal). Depending on the potion’s level, you recover the following extra hit points:
Level 4: +3
Level 14: +5
Level 24: +8
Invisibility Potion Level 9
A seemingly empty vial contains a powerful mixture that renders you invisible.
Concoction
Level 9: 2000 gp
Power (Consumable@Illusion): Consume the potion as a standard action. Spend a healing surge without regaining any hit points. You create an effect as though you had cast the Wizard spell “Invisibility” (PHB) on yourself.






Nice job wyatt, that enchanted disc is a must. One question:
“Anyone can use such an item even if they do know how to use rituals. ”
is this a typo? is it meant to be “even if they do NOT know”? it seems like that’s what you meant.
These items would have a huge impact on the games culture if anyone could use them. I can see enchanted discs sort of being “the” method of travel for the privileged and basically mandatory for any adventurer to carry in case of emergency.
Yeah, Do NOT know is what I meant there. I should have also put a stipulation halving the carrying capacity of the disk…don’t want it to be TOO convenient! Edit: Minor changes made. I don’t want the ritual itself to be obsolete after all…
The Tenser disk would be great transportation for a really showoffy celebrity, indeed. However, since it’s totally open-air and has a weird-ish construction (it’d basically be a kind of a floating chair thing…) it probably wouldn’t be practical for anything BUT showing off.
I’ve used it to cross a river by floating across a fallen log. It really helped to since my invokers balance check was a -4 since he was blind. I even helped take two party members across since they likewise had horrible athletics skills so it was automatic successes all around. Plus there’s always the option of bringing a lot of rope and large sacks with you so you can carry treasure on the discs.
The Hand of Glory has a possible issue with its encounter. You can just reuse it even though it only lasts an hour. Was that meant to be the case?
That was meant to be case.