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Magic Items

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).

General Items

Swords,armour, miscellaneous items are generally created by wizards in conjunction with the blacksmiths.

Rings

Only one ring can be worn on each hand or the effects disrupt each other.

Scrolls

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)

Potions

Potions come as many different coloured liquids and oils which are drunk or rubbed in but unfortunately the colour and smell often have nothing to do with the type of potion. They are normally stored in crystal vials or polished stone pots such as marble or onyx. Most potions are concocted by alchemists for wizards but sometimes they sell a few to supplement their income. Unfortunately the useful ones tend to be costly.

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)

Pendants,

Wizards create pendants as minor magical protective devices, they will work against one effect or spell only, have a limited chance of doing anything and then if the do work a chance of being destroyed in the process. Their only advantage is that they may be bought or made to measure by wizards who are looking to earn som cash. They require the wizard to have a laboratory and the requisite enchant item spells.

Cursed Items

Aursed items occur when the construction went wrong. Few people will want to buy a cursed item except possibly as a trap for a thief.

 

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