Item: Worldforge

Level25
Rarity
Unique
Price-
UsageHeld in one hand
PublicationPathfinder War of Immortals

Mounted upon a base of iron, inscribed with innumerable runes, this immense anvil can be used to forge nearly anything into reality. Stories claim that even metaphorical and abstract concepts, including "a graveknight's mercy" and "the tears of a living wildfire" have been hammered into solid shape upon Worldforge, though the tales disagree about what form those objects took.

The cost of using Worldforge, however, is prohibitive for mere mortals. In addition to the fuel and metal it consumes, Worldforge draws upon the user's physical and spiritual strength to sustain the act of creation. The demand of its magic is such that no one save gods, or those who are nearly gods, can use it and survive.


Activate—Wondrous Forge (downtime, manipulate)

Requirements You have the ability to make a Crafting check at mythic proficiency (such as that granted by the Artisan's Calling)

Effect After spending 2 days setting up the work (or 1 if you have the desired item's formula) and supplying Worldforge with adequate raw materials (as determined by the GM), you attempt to Craft something upon it. The DC and final cost of the item is also determined by the GM. For each day you spend Crafting, you must expend a Mythic Point or your Drained condition increases by 1; this condition can't be reduced until you have finished Crafting the item or you abandon the project. Each day spent Crafting upon the Worldforge counts as 10 days of normal Crafting time. If the value of your drained condition reaches 4, you must attempt a DC 46 Fortitude save or die. If you fail this save or if you abandon the activity, what remains of your project shatters irrecoverably into a multitude of useless fragments.


Destruction Worldforge can't be destroyed as long as Torag maintains his divinity.


Trait Effects

Artifact: Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always rare or unique.

Invested: A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn’t invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).

Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Mythic: Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling. Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons. Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities. Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.


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