This glove is crafted from adamantine, meticulously designed to serve as a conduit for arcane energy.
It gleams with a silvery sheen and feels weighty yet agile on the hand. Embedded within the glove are intricate runes that shimmer faintly with magical energy.
Usage:
If a spell is casted with the glove, a d8 will be added to the inflicted damage.
When used to cast a Spell using TOUCH the spell is an automatic Crit.
When used to cast a ranged Spell it is aan Crit if the Spell attack roll is higher than the durability.
You cannot control or decide to not crit. The mechanism will always work.
Unarmed attacks are not influenced by the glove.
Durability: 10
The glove has 10 Durability Points.
If the Durability is at 0, no further crits are possible and there is a random condition inflicted.
Spell Strain:
By casting the first A spells, the gloves heats up for 1d4 hours.
You can take the glove off. No damage is conflicted at this point.
You have A damage free rounds, increasing every 3 LevelUps beginning at level 10.
Each succequent spell casted using the glove imposes a strain on its durability and its wearer.
Strain := Spell Level +1
Damage := (Spell Level +1) * 10 + Last Round Glove Damage
Repair:
You can casting Mending by using a Spell Slot.
restored Durability X := Spell Slot X + pure Adamantine X
If the Durability reached 0 Durability, the glove is destroyed and cannot be repaired.
Notes: Combat, Warding, Handwear, Artificer
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