Magic Items

The Clockwork Saga campaign setting hosts a new type of magic item. Technology can now, with a bit of help from magic, provide the same effects as normal magic items. There is a 10% chance that any magic item rolled is a clockwork variation. Body slot items such as magic boots, gloves, etc take the form of magical grafts. Magical grafts function as magic items, but must be grafted on physically which costs 1/25th of the cost of the magic item, and cause the loss of the limb that existed before it. Magic items can be placed onto grafted limbs, but in doing so it overwrites the existing magical effect. For the cost of a level 4 spell, the limb can be restored, causing the graft to unattach. For example if a character finds a mechanical graft for boots of elvenkind, he can pay 100 gold to have it replace his feet with the graft for the boots. Permanently he now gains the effect of boots of elvenkind. He then finds boots of striding and springing and puts them on. The magic effect from his graft of boots of elvenkind is lost, but he gains the effects of the boots of striding and springing, but the boots of elvenkind effect returns if the actual magical boots ever are taken off. The character then decides to grow his legs back, and pays a cleric to restore them at the cost of a level 4 spell.

If a magic item makes absolutely no sense as a magical item, ignore this rule.