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Old 11-01-2019, 03:58 PM   #1
AlexanderHowl
 
Join Date: Feb 2016
Default 1001 Magical Gadgets [Powers/Thaumotology]

Magical gadgets are central to many fictional stories, so I wanted to start a compilation of magical gadgets. Please feel free to share your designs for magical gadgets. Here are five magical gadgets that I have come up with:

Djinn Lamp: Patron (Ultra-powerful entity; 15-; Breakable, DR 5, SM, -4, -30%; Can Be Stolen, Unopposed DX roll, -40%; Magical, -10%; Special Abilities, +50%; Unwilling, -50%) [12]. Notes: The prison of an embittered female djinn that resents having to serve the desires of the owners of her bronze lamp.

Flying Cape: Flight (Breakable, DR 5, SM, -4, -30%; Can Be Stolen, Unopposed DX roll, -40%; Magical, -10%) [8] plus Enhanced Move (Breakable, DR 5, SM, -4, -30%; Can Be Stolen, Unopposed DX roll, -40%; Magical, -10%) [4]. Notes: A small silk cape that grants its wearer the ability to fly.

Invisibility Ring: Invisibility (Affects Machines, +50%; Breakable, DR 5, SM, -8, -20%; Can Be Stolen, Contest of DX, -30%; Magical, -10%; Maximum Duration, 1 minute, -65%; Switchable, +10%) [14]. Notes: A silver ring that grants its wearer invisibility when slipped on, but it only works for one minute out of every five.

Reading Glasses: Language Talent (Breakable, DR 5, SM, -8, -20%; Can Be Stolen, Unopposed DX roll, -40%; Magical, -10%) [3] and Modular Abilities 4 (Cosmic Abilities; Breakable, DR 4, SM, -8, -20%; Can Be Stolen, Unopposed DX roll, -40%; Magical, -10%; Reflexive, +40%; Trait-Limited, Languages Only, -50%) [8]. Notes: A pair of reading glasses that automatically allows its wearer to read, write, understand, and speak any language they encounter at perfect fluency, switching from language to language with ease.

Traveler's Staff: Enhanced Move 2 (Ground; Breakable, DR 15, SM, -2, -30%; Can Be Stolen, Quick Contest of ST, -30%; Magical, -10%) [12]. Notes: A magically reinforced quarterstaff that allows its wielder to quickly reach their destination.
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