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.
For the identify spell first the function is discerned then the command words and then charges adnd 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.
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), however 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.
The level scrolls are cast at depends upon the level of the person who wrote it. Any scroll spell which cannot be normally cast by the reader has a chance of going wild. This is 2% per spell level higher than the maximum understood.
Prayer scrolls not normally able to be cast need a read check (Easy +1 per level- Intelligence based but must have the read skill)
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 3)
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 10 total levels of amulets as long as each one if of different forms (e.g. broach, pendant, clasp...)
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.
| Amulet level |
1 |
2 |
3 |
4 |
5 |
|---|---|---|---|---|---|
| Cost |
5 marks |
20 marks |
60 marks |
200+ marks |
500+ marks |
| Effect |
+1 save (50%) |
+1 save |
+2 save |
+3 save |
+4 save |
| Fire | Lightning | Enfeeblement | Vapour clouds | Elementals | |
| Ice | Fear | Hold/Paralyzation | Disease | Mind Control | |
| Charms... | Undead | Illusions | Poison | Dragons | |
| Evil | ESP | Werewolves | Body Altering | ||
| Demons |
Level 1 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 may be purchased an any level of efficiency above the minimum needed to create it.
Amulets are self activating when needed, you cannot turn them off.
Level 1 & 2 amulets may be picked up at most markets in a major town, though choice may be restricted on any given month. Level 3 items will need to be created specially. Level 4 & 5 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 5 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.
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.