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Everyday Eberron Magic — page 281

Everyday Eberron Magic rules and reference.

Mabaran Res Onator

This dread device draws on the power of Mabar, infusing the dead with the malign energy of the Endless Night. While it is active, any humanoid that dies within 2 miles of the resonator reanimates 1 minute later as a zombie (see the Monster Manual for its stat block) under the control of the creature controlling the device.

Master'S Call

While this looks like a scrap heap assembled from shattered constructs, this eldritch machine possesses great power. A creature in control of it can sense the presence and location of all warforged within 10 miles of the device and can, as an action, send a telepathic message to them laced with enchantment magic. Such a message can be sent no more than once every 24 hours. A warforged who receives the message is compelled to follow one command contained within it, unless the warforged succeeds on a DC 12 Wisdom saving throw. The affected warforged breaks free of the command after 24 hours.

Spell Sink

This device emanates an antimagic field (same effects as the antimagic field spell) in a radius of 1 to 3 miles. The field can be activated or deactivated as an action with a touch by its controller. The form that the device takes depends on the nature of its creator. The Ashbound druids despise unnatural magic, so a spell sink created by them might be a living artifact, such as a twisted tree that consumes the magical energy around it. Conversely, a spell sink created by a mad artificer might be a massive vessel composed of dragonshards and exotic metals.

A variant device called the spell siphon not only neutralizes magic but also absorbs all magical energy in the area, storing that power for a cataclysmic effect.

Storm Spire

This eldritch machine can only be controlled by creatures that bear the Mark of Storm. Storm spires allow House Lyrandar to influence the weather, which can be a boon for the local population or a curse if a Lyrandar baron chooses to demand payment for ideal weather.

Everyd Ay Ma Gic It Ems

Thanks to dragonshards, common magic items-including the ones in Xanathar's Guide to Everything-are readily available in Khorvaire.

Buy Ing Ac Om Mon Magic It Em

In Eberron, common magic items can be found for sale in most communities. The DM determines the stock that is available, or the DM has the shoppers make a group Intelligence (Investigation) check to find a shop or peddler that has the desired item in stock. The DC for this check is 10 in a city, 15 in a town, and 20 in a village. If the check fails, at least 24 hours must pass before looking for the same item in that community. The DM sets the price of a common magic item or determines it randomly: 2d4 x 10 gp, or half as much for a consumable item such as a potion or scroll.

Creating Co Mmon Magic It Ems

Normally, a magic item in Eberron is created using the crafting rules in the Dungeon Master's Guide or Xanathar's Guide to Everything. But if you have a dragonshard, you can more easily create a common magic item. To create such an item with a dragonshard, a character must have proficiency in the tools used to create a nonmagical version of the item or proficiency in the Arcana skill. For example, a potion of healing can be created by a character who has proficiency with the herbalism kit.

A spellcaster can scribe a spell scroll of a spell they know if they have proficiency in the Arcana skill, and they must provide all material components required for the spell. A cantrip scribed onto a scroll works as if the caster were 1st level. The Creating Common Magic Items table states how much time and money you must spend to craft a common magic item with a dragonshard, which is expended in the creation process. The hours of creation can be spread over multiple days, which needn't be consecutive.

Cr Eating Co Mm On Magic Ite Ms

Common Magic Item Time Cost Spell scroll (cantrip) 8 hours 15 gp Potion of healing 8 hour s 25 gp Any other common magic item 32 hour s* 50 gp' ' ;, Halved for a consumable item li ke a poti on or scr oll

Cr Afting Co Mplications

If the DM is using the crafting rules in Xanathar's Guide to Everything for items that aren't common, the creation process can involve complications. Assume there's a 10 percent chance of a complication arising for every five workweeks (25 days) spent on crafting the item. Xanathar's Guide to Everything presents a number of possible complications, or you can use the Eberron Crafting Complications table.

Eberron Crafti Ng Co Mp Lic Ations

d6 Complication House Cannith or another dr agon mar ked house takes an interest in your work. Do they view you as a threat, or are they impr essed by your techniques? 2 A mishap creates a temporary manifest zone (see "The Plane s of Existence" in chapter 4 for information on manifest zones). 3 You need to acquir e an additional rare component to comp lete your work. Time for adventur e! 4 The shifting balanc e of the plan es inter feres with your work; you mu st wait for the cu rrent planar ali gnment to change.

This dela ys yo ur work by 2d6 days. 5 Your efforts dr aw the attention of the Au rum, the Chamber, the Emer ald Claw, or the Lords of Du st. 6 Your item beco mes sentient (see chapter 7 of the Dungeon Master' s Guide for rules on sentient items).

Ch Apter It Re As Ur Es

Source & compatibility

Source: Eberron Rising from the Last War · page 281 · Legacy 5e.

Eberron Rising from the Last War; locally supplied reference, original publisher rights retained.

Compatibility: Original option; manual use pending compatibility review.