Alilnegi Inventions

== Alchemical Mixtures ==
=== Menlor's Deathcandle Sludge (Deathsludge) ===
Menlor's Deathcandle sludge is a new invention making its way through the black markets of Alilnegi. The sludge is a acidic blue viscous liquid. When shaken or put under pressure the sludge turns into a gas and is combustible when exposed to fire. 1 dose of Deathsludge deals 1d6 of acid damage on contact, additionally if the deathsludge was shaken into a gas, as nearby fire ignites it dealing 1d6 of fire damage to all creatures in a 10ft radius.
== Contraptions ==
=== Diodes' Seastone Channel Chamber ===
The scholar Diodes developed a system of water wheels that work together as cogs. Using seastone's ability to constantly move water across it's surface, when arrange properly, seastone and water move all the water wheels in synchronicity.
== Items ==
=== Dalyte's Supplemental Book of Spells ===
This book is magically infused with self sustaining arcane energy. The book has 4 charges and regains 1d4-1 charges at each sunrise. Wielding the book even a novice is capable of casting very simple rudimentary spells. Each time the wielder uses the book to cast a spell they have a chance to incur a level of exhaustion. 
=== Glasses of Intensified Understanding ===
These glasses allow the wearer to understand any and all communication within 60ft of the wearer. Often times simply wearing these glasses causes sensory overload. When the wearer first adorns them, they must make a DC 13 constitution saving throw or face a random short term madness effect. This DC must be repeated each minute and increases by 4 every time the wearer succeeds the save. Doesn't require attunement. These glasses are rare. While the glasses are on the wearer's person. The wearer speaks in random languages. Roll 1d6 to determine what language the wearer speaks in. 
Roll	
1 	Common
2 	Slyvan
3 	Infernal
4 	Celestial
5 	Old Tongue
6 	Actual Gibberish
 
=== Personal Rune of Weather Augmentation ===
This item is a small spherical stone bearing an etched rune of your choice that corresponds to one of the following weather phenomena: sunshine, rain, windy, cloudy, snow, storm. As an action you may speak a command word and the stone will begin to produce a small 10ft sphere of the chosen weather centered on the stone. The weather condition lasts for 8 hours, and once used the stone cannot be used again until the next sunrise. 
d100 Roll	Results
1-65 	Functions Normally
66-85 	The rune fails to produce any weather changes
86-100 	The magic of the rune misfires. Roll on the Sorceror's Wild Magic Surge Table
Weather Rune	Effect
Sunshine 	Creatures inside the sphere ignore the effects of intense cold weather.
Rain 	Creatures inside the sphere ignore the effects of intense hot weather
Wind 	The 10ft sphere the rune creates is treated as difficult terrain
Cloudy 	Creatures inside the sphere ignore the effects of sunlight sensitivity
Snow 	Creatures inside the sphere must succeed on a dc 12 con cold weather save or have disadvantage on ability checks for 1 hour. This check must be made each of the 8 hours the sphere persists.
Storm 	Creatures inside the sphere must succeed on a dc 12 reflex save or take 2d6 lightning damage, half if they succeed. This check must be made once each hour for the 8 hours the sphere persists.
=== Potion of Chimeramorph ===
As an action this potion can be consumed. The drinker is affected by an extreme random polymorph effect that counts as a 5th level spell being cast on the drinker. Roll a d20 for each of three following charts. The drinker is resembles a chimera formed of the three rolled results. Gain 2d12 of hp, and your other statistics remain the same but gain bonuses based on your roll results. As a magically stitched together creature, your stats can exceed 20 for the duration of the spell. The extreme polymorph spell persists for one hour. 
==== Head ====
Creature 	Result	Bonus Stats 	Natural attack	Feat
Lion 	1-5 	1d8 pierce bite	 	
Jaguar 	6-10 	1d6 pierce bite	none 	
Wolf 	11-15 	2d4 pierce bite	 	
Large Owl	16-20 	1d4 bludge peck	 	
==== Torso ====
Creature 	Result	Bonus Stats 	Natural attack 	Feat
Imp 	1-5 	none 	Damage resistance to all none-magical weapons
that aren't silvered	
Dragonspawn	6-10 	1d4 fire claw 	magic resistance (advantage on saving throws)	
Panther 	11-15 	1d6 magic slashing+spell level	none 	
Large Eagle	16-20 	none 	30ft fly speed 	
==== Legs ====
Creature 	Result	Bonus Stats 	Natural attack	Feat
Snake 	1-5 	1d8 bludge
constrict (dc 14 escape)	none 	
Horse 	6-10 	2d4 bludge hooves 	 	
Tiger 	11-15 	none 	Pounce- if you move 20ft before attack, 
dc 14 str save for target or knock them prone	
Large Hawk	16-20 	1d6 magic slashing + spell level	none 	
=== White Candle of Evocation ===
This candle has been infused with phosphorous and ground bits of Valpear. These candles are crafted with specific alignments in mind and the flame of the candle burns white. All creatures within 20ft of the candle's flame who match the candle's alignment deal an additional 1d4 radiant damage and can add 1d4 to ability checks as long as they are near the candle's flame. The candle burns for a total of 10 minutes before it melts away.
== Materials ==
=== Spellweave ===
Spellweave is a new material created by the researchers at the Mapheus University. Using the runes discovered by the Kalkyn, spellweave is defensive magically imbued thread. When a wearer is affected by a spell, the runes throughout the spellweave attempt to disperse the magic and cancel the spell. Spellweave can only attempt to disperse a certain amount of spell levels per day.
When targeted by a spell or hit be a spell's area of effect roll a d20. On a 1, the spell is dispersed and the wearer is unaffected. On a 2-6, the spell is dispersed and you are unaffected, but also roll a wild magic surge on the sorceror wild magic table. On a 7-20 the spellweave fails to disperse the spell.
Size of Spellwoven Item	Spell Levels able to negate	Rarity
Ring or Necklace 	1 	Common
Glove, hat, or scarf 	2 	Uncommon
Tunic or cloak 	3 	Rare
Robe 	4 	Very Rare
=== Infused Metals ===
Artificers have developed a method of replacing the magical properties of items with different infusions, altering the arcane energy the weapon produces. Any +1, +2, or +3 weapons with an infusion lose their bonus to damage and gain the effects of their infusion but maintain the +1 +2 and +3 bonus to attack rolls. Any armors crafted with an infusions cause the armor to lose its +1 +2 and +3 effects and gain the effect of the infusion.
Item Bonus 	# Of Infusions it can hold	Cost
2 infusions	75g per infusion 	
3 infusions	200g per infusion 	
4 infusions	600g per infusion 	
Weapon Infusions
Infusion 	Effect 	+1 	+2 	+3
Fire 	Deal bonus fire damage hit 	 	 	
Lightning 	Deal bonus lightning damage on hit 	 	 	
Frost 	deal bonus frost damage on hit 	 	 	
Radiant 	deal bonus radiant damage on hit 	 	 	
Keen 	reroll attack roll results once 	Reroll 1s 	Reroll 1-3 results	Reroll 1-5 results
Sinister 	reroll damage die results 	Reroll 1 die	Reroll 2 die 	Reroll 3 die
Thundering	Deafen all creatures within 10ft for one round	dc 12 	dc 14 	dc 16
 	 	 	 	
Armor Infusions
Infusion 	Effect 	+1 	+2 	+3
Fire 	Gain fire resistance 	 	 	
Lightning 	Gain lightning resistance 	 	 	
Frost 	Gain frost resistance 	 	 	
Radiant 	Gain radiant resistance 	 	 	
Retributive	Deal bludgeoning damage when struck 	1 	3 	5
Thundering 	Defean all creatures within 10ft for one round when struck 	dc 12 	dc 14 	dc 16
Elusive 	Gain bonus to escape attempts to break grapples or avoid shoves 	 	 	
Enchanting 	Draw the attention of others and create difficult terrain around the armor. (Fey Ancestry rolls to ignore save dc 18)	10ft sphere	15 ft sphere	20ft sphere
== Techniques ==
=== Infusion Based Crafting ===
First theorized by the Dalyte Orinsena Sil, Infusion Based crafting has been refined since by the University. By expending all of their arcane magical potential, a crafter can rapidly speed up the crafting process of a magical item by binding their own magical essence to the item. 
==Vehicles==
=== Seadart ===
The seadart is the fastest sea vessel known to Ilderon. Utilizing Diodes' Seastone Channel chamber, the Seadart uses seastone to move water through a series of channels and water wheels that then rapidly paddle the boat forward. With the aid of wind and a talented sailor, a seadart can carry two passengers, and reach speeds up to 16 mph. Messengers within the Tidegate are able to travel between islands within hours, however the tiny vessels don't fare well on the open seas. Seadarts are also used to travel up and down the rivers of Alilnegi.