Magic items are made by wizards and priests and come in many varieties, all are rare, command excellent selling prices and cannot normally be bought (exception is pendants).
Mages can cast the Identify spell to figure out what a particular item is or does along with its command words but this is quite costly. If it is an important item the mage or even better a bard who may be able to tell what it is from the inscriptions and knowledge of history. For potions the simpest option is to visit an alchemist.
- Identify spell (20 marks)
- Function, command words and charges remaining (+/- 10%) out of a maximum, rechargeable (including how)
- Mage (1 day's wage)
- Examing the inscriptions Skill roll Int + Arcane knowledge, difficulty = 20, general details
- Bard (1 day's wage)
- Examing the inscriptions Skill roll Int + Legends, difficulty = 16, general details
- Alchemist (1 day's wage, minimum 7gold)
- Potion type, doses & strength.
For the identify spell first the function is discerned then the command words and then charges and recharge capability. For each spell level the Identify is cast at above the minimum 1 additional function is found out. (e.g. casting as a level 3 spell will determine the function and command words). Of course there are always exceptions to the rules.
The result of the spell is magically burned into a scroll.
Swords,armour, miscellaneous items are generally created by wizards in conjunction with the blacksmiths.
Magic weapons will have a plus "+" rating. This is counted towards the 'to hit' for the wielder as shown in attack skill. Each "+" also increases the damage level by 1.
Only one ring can be worn on each hand or the effects disrupt each other.
The are magical scrolls and prayer scrolls. Magical scrolls can only be used by wizards. Prayer scrolls are dedicated to a god but the power may be used by anybody except a priest of another god (or otherwise dedicated to another). Priests cast prayers of their god at advantage. Others having called upon the deity for aid they should perform some service or donation to them at the next opportunity.
Unlike spells scrolls simply need to be read aloud to activate their power, no material and limited somatics are required. Once read, their writings disappear as the power is bound up in the runes. Being verbal they can be cast from almost any position but still take the normal time to read and are just as liable to interruptions.
Scrolls are (normally) cast at the base level of the spell. The quality of the cast is a standard 2d8 roll.
Mages can read any magical scroll of a spell level they are able to cast. (Since they know all the words).
Prayer scrolls can be read by any character with a reading skill equal to the prayer level.
Protection scrolls can be read by anybody with a reading level of 3
Those who can read but whose base skill is not high enough, need to make a read check of 10+spell/prayer level or stumble and cause the spell to fail).
In order to create a scroll you need :
- Alteration level 2 for the ability
- Arcane artistry - Scroll writing level 3
- A laboratory to work in
- A full moon to cast the ritual
- 5 gold per power point + 10 gold for other powders and materials
- 1 day per level of the spell
Difficulty = 10 + spell level using Arcane artistry - Scroll writing
Subsequent spells on a parchment are cast at one point easier (must cast most difficult first). A failure however ruins the whole parchment.
Identification is possible by various means; alchemists (at a price), reading the label (if you trust it and it has one), or sipping (free but...). Consumption requires 2 seconds. It is unwise to mix potions as the result is unpredictable but generally adverse. Potions are assumed to be stored in easily accessible pouches on the belt unless otherwise stated.
Alchemists charge 1 day's wage, they roll an identify skill check at nominal difficulty = 12 (Intelligence), esoteric potions will be trickier to identify. There is no charge if they fail but if they fumble they mis-identify it. The normal minimum level it is possible to hire a tradesman at is journeyman (level 4)
Amulets and talismans are minor magical items that can be made by many mages and some priests. Apprentices and journeymen will often sell these to make some pocket money while under the tutelage of a great mage. Each one will protect against a different spell effect or creature type.
Characters can wear up to 7 total levels of amulets as long as each one if of different forms (e.g. broach, pendant, clasp...) on a different part of the body
- Arms (x2)
- Ankle x2
To construct an amulet requires a laboratory and an appropriate broach, pendent or other item to hold the abjuration magic. They need a mage/priest who can cast abjuration spells of the amulet level. Creation time is 1 day per level. The amulet is provided by the creator though you may get a discount if you provide your own.
+1 save (50%)
|+1 save||+1 save||+1 save||+1 save|
|Fire||Lightning||Mind control||Vapour clouds||Elementals|
Level 0 Amulets are created by new apprentices and have a 50% chance of going phut on first use and not working ever again and only protect up to a maximum of 5 points of damage at a time.
Against strike attacks where there is no saving throw, (e.g. amulet vs undead) the amulet makes it harder for the attacker to strike you as your defence or dodge is inceased.
Against spell or other attacks where there is no saving throw an amulet will protect you from damage = their save bonus.
Amulets are self activating when needed, you cannot turn them off.
Level 0 and 1 amulets may be picked up at most markets in a major town, though choice may be restricted on any given month. Level 2 items will need to be created specially. Level 3 & 4 amulets are quite rare and the creator will probably also insist on a task being performed (perhaps in lieu of payment or maybe as well as ). Mages of that power have less need for money and more for information or quests. The mage's cost is based upon the mages actual alteration level so higher level amulets may cost more than advertised as you are dependant upon who is actually available. High level mages do not make cheap amulets.
Sigils are runes tattooed on the body.
Sigils work once per day when concentrated on by the user for a round. They implanted spell only affects the user, they cannot create targeted effects.
They may have up to 5 charges.
A character may only have one sigil at a time
Each sigil is attuned to the wearer and cannot be used by another character, the bearer is intimately involved in the creation of the rune as the mage has to devise it to work with the characters own mind. At the last stage the character is placed into a hypnotic trance and the impression of the rune placed into his mind
Sigils require a laboratory to create the inks which must be made fresh and then a quiet room for the hypnosis.
The tattooist must have level 4 in artistry and be either a mage with level 4 Emotion or a priest of Bahrie depending upon the sigil requested. The mage/priest then cast the effect spell at the sigil whilst the character is still in the hypnotic state once per charge.
Further charges may be added at any point unless the sigil is exhausted by any character capable of creating a sigil.
The cost is the creation of the sigil (1 day's effort) and the cumulative cost of each charge applied.
- Sigil of healing
- Allows the recovery of all breather points.
- Sigil of strength
- Adds 2 points of strength for 3 rounds
- Sigil of protection
- Protection from evil
- Sigil of fear
- Causes the target(s) within 10' to suffer the effects of a fear spell.
- Sigil of Friendship
- 3 rounds of friendship
- Sigil of Jump
- 1 jump
- Sigil of Haste
- 3 rounds of double speed
- Sigil of Sanctuary
- 3 rounds
- Sigil of Speak with animals
- 10 minutes
- Sigil of Suggestion
- 1 suggestion
There are rumoured to be sigil masters who are not bound by the normal restrictions and have their whole body covered with different intertwined sigils.
Cursed items occur when the construction went wrong. Few people will want to buy a cursed item except possibly as a trap for a thief.
Spell books that have been found may be sold to the right buyer. Although potentially quite valuable to obtain the most out of them you would need to find a mage who could not only cast the highest level spell in the book but who also dod not already have any of the spells. This simply will not happen as if they can cast high level spells they will already know many of the low level ones.
The only time it could happen would be a book of low level spells being sold to a low level mage, unfortunately they don't have much money.
Based on the cost of a wizard casting the spell, books may be sold at
3/4 of the value of the highest level spells
+ 1/2 of the value of the next level
+ 1/4 of the 3rd level down.
Beyond that the spells have no value.
You may be lucky and find the occasional scroll for sale. Most wizards don't make scrolls as they need the artistry talent and high level ones have better things to do with their time, however you may find an occasional mid level magician who needs a little extra cash and be willing to part with one. Approximately 10% of wizards may have a scroll or two for sale, almost never more than two, generally these will be available over the Solstice weekends.
As ever buying scrolls is more expensive than selling them as there are all sorts of taxes and other expenses that need to be paid for. Add 50% to the daily rate for a caster of the minimum level to create the scroll.
Of course other adventuring parties will also be after the same scrolls.
Like scrolls, real magical potions are hard to come by (as opposed to love potions and snake oil). As alchemists only reside in larger cities this is where you need to be.
Requires the ritual "Enchant an item"
Spells and powers (fly, flames...) in items act at 3 levels lower than cast at and range zero (if this is meaningless they need to be cast at 3 levels higher see permanancy).
- Level 2 = Amulets
- Level 3 = Scrolls
- Level 4 = Miscellaneous magic
- Level 5 = +1 weapons
- Level 7 = +2 weapons
- Level 9 = +3 weapons
Most powers will have a duration limitation on them defaulting to once per day.
Most powers will work at 1 level lower efficacy.
Enchanting items requires a ritual performed throughout the creation of the item and finished after it has been completed. The better the enchantment, the higher quality that is required of the item. Any special abilities (e.g. flaming weapon) require additional enchantments to be cast.
Both the main enchantment and the special abilities will need to to permanenced (except amulets).
Each night during the binding the item must be kept isolated from stray magical fields. Enchanters will have a created a null cage for this (5,000 gold) which needs to be kept in the centre of a magical circle. All mages involved must stay within 100' of this circle throughout the period, it is normal to have an additional marked circle / cavern/... within which the mages stay.
The power that may be put into an item is the total power of all its effects. Most special powers incerase the effective level of the item by 1 or more places. Thus a +1 weapon with the fly ability is equivalent to a +2 weapon in difficulty to create.
As with permanency, any selection of powers may be deemed a special case.
The binding ritual consumes ingredients worth 100 gold for every level of enchantment, plus any unusual ingredients needed for special powers.
In addition to the time to create the item, which needs daily input from the mage, the binding ritual requires a full day's work per level of the enchantment.
The binding ritual is completed under the full moon (new moon for priestly magic) during which any special powers and charges need to be added.
A bodge when casting the binding ritual prevents the item from ever accepting magic.
All mages contributing must be dedicated to the task, they cannot perform any other magic during the period.
Again this needs to be performed under the correct moonlight (full/new for mage/priest), the binding ritual and the charges need to be added in one continuous ritual.
Powers charges need to be cast at the same level or higher than the original creation or they do not take. They only ever act at the same level as the original enchantment even if cast at a higher level.
A bodge when casting the binding ritual destroys the enchantment and prevents the item from ever accepting magic again.