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Chapter 9: Artifacts and Magic Items
Artifacts are unique items forged with legendary skill, or sometimes
even magic. Artifacts are virtually never found for sale, unless the
seller is unaware of the quality of the item in question. The value is
given for them only to aid GMs in determining treasure.
Name
|
Value
|
Weight
|
Artifact Weapon
|
+500 gp
|
Varies
|
Artifact Armour
|
+500 gp
|
Varies
|
Artifact Shield
|
+350 gp
|
Varies
|
Artifact Tool
|
Varies
|
Varies
|
Artifact
Weapons
Artifact weapons are created by smiths of legendary skill.
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"Artifact" is a modification that can only be applied to a weapon when
it is being created.
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Artifact weapons all have +6 toughness
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Artifact weapons adds +1 to attack and +2 to damage
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Iron weapons become Refined Steel, boosting their durability by +2.
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Artifact ranged weapons have double the base range increment
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Parry defence rolls made with Artifact weapons get +1.
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Artifact weapons can be created using Engineering with the Legendary
Weaponsmith technique. The DC to do so is 16. It takes a month,
although for every point you beat the DC by, subtract a week. After the
first three weeks have been subtracted, you subtract only a day for
every point by which you beat the DC.
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Artifact weapons can only be repaired only by a character with the
Legendary Weaponsmith Technique.
Artifact
Armour
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"Artifact" is a modification that can only be applied to armour when it
is being created.
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Artifact armour has +6 toughness
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Artifact armour adds +2 Defence to the wearer
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Artifact armour adds +1 to the target score of the wearer
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Iron armour becomes Refined Steel, boosting its durability and defence
bonus by +2
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Artifact armour can be created using Engineering with the Legendary
Armoursmith technique. The DC to do so is 16. It takes a month,
although for every point you beat the DC by, subtract a week (for the
first three) then subtract a day.
-
Artifact armour can only be repaired only by a character with the
Legendary Armoursmith Technique.
Artifact
Shield
-
"Artifact" is a modification that can only be applied to a shield when
it is being created.
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Artifact shields have +6 toughness
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Artifact Shields grant +1 to Block defence rolls
-
Iron shields becomes Refined Steel, boosting their durability by +2
-
Artifact shields can be created using Engineering with the Legendary
Armoursmith technique. The DC to do so is 16. It takes a month,
although for every point you beat the DC by, subtract a week (for the
first three) then subtract a day.
-
Artifact shields can only be repaired only by a character with the
Legendary Armoursmith Technique.
Common magic items are those that can be made simply and predictably
using the Arcana skill, with the right techniques. Depending on the
setting, common magic items can generally be bought for the prices
given.
Scrolls
Scrolls are cheap, one-use premade spells. Each scroll has one spell
scribed into it, chosen at the time the scroll is made. Casting a spell
from a scroll is just like casting one from knowledge, it must be
within your Magic Power and Magic Complexity scores in order for you to
cast it. As part of casting the spell, the scroll is destroyed in a
manner appropriate to the spell being cast ƒ if it was a fire spell,
the scroll burns up, for example.
-
Scrolls have a cost of (Magic Power + Magic Complexity)
2
x 5 gc each, including the cost of paper.
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Making a scroll generally costs half as much as its value in rare inks.
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If the spell has an expensive material component, add the cost of the
component to the cost of the scroll.
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Spells cast from scrolls do not need a separate focus. The scroll acts
as the focus instead.
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Making a scroll on a more exotic (or durable) material adds the cost of
the material to the cost of the scroll. Scrolls on tougher materials
don't burn up in casting, but the writing (and magic) of the scroll is
wiped from the page. Some examples could include stone tablets, metal
sheets, or even more impromptu surfaces such as the blade of a sword or
scrawled upon a wall. A scroll takes about the surface area of a sheet
of paper on whichever surface it is to be scribed.
-
Making a scroll takes an Arcana check with a DC equal to 4 + the Magic
Power + the Magic Complexity ratings of the spell, and about an hour's
work. The scroll can be of a spell the character can cast normally, or
any spell that the character could theoretically design with available
metamagics and spell seeds. If the spell is one that the character
cannot normally cast, it takes twice as long to make and the DC is +2
points higher.
Potions
Potions are like scrolls, except that anyone can use them. Grabbing a
potion from a pack or pocket is a 4SA, and drinking it is another 4SA.
Quick draw (or a similar ability) decreases the time it takes to grab
the potion. Potions require more expensive ingredients to make than
scrolls, and more effort on the creator‚s part, so they are more
expensive. Anyone can drink a potion.
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Potions have a cost of (Magic Power + Magic Complexity)
2
x 10 gc each, including the cost of a glass or ceramic vial. More
expensive vials cost more.
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Making a potion generally costs half as much as its value in rare
alchemical and magical ingredients.
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The person who drinks the potion is the target of the spell. If the
spell has an area of effect, it is centred on the drinker.
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A character can force another to drink a potion. This requires a
successful opposed Wrestle check against a target who is already held.
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If the potion has a spell that requires a skill check, the potion is
treated as having a number of ranks equal to the highest magic power,
complexity, or divine power rating of the spell.
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Making a scroll takes an Arcana check with a DC equal to 6 + the Magic
Power + the Magic Complexity ratings of the spell, and about four
hours of work. The potion can be of a spell the character can cast
normally, or any spell that the character could theoretically design
with available metamagics and spell seeds. If the spell is one that the
character cannot normally cast, it takes twice as long to make and the
DC is +2 points higher.
Magic
Weapons
Magic weapons are a staple of the fantasy setting. There are a wide
variety of magic weapons, but the most common ones are those listed
here. Magic weapons can be made by anyone with the proper technique in
Arcana. This is a modification that can be added to an existing weapon,
including an Artifact weapon.
-
This is a modification that can be applied to any existing weapon
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Magic Weapons have Invulnerability/Magic or Cold Iron
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Attacks made with Magic Weapons count as Magic attacks or regular
attacks, whichever would be most beneficent to the wielder.
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In addition, choose one of the following minor magical effects:
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Wounding:
If you beat your target‚s Target score by more than one point, you roll
two damage dice, as if you had hit twice.
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Celerity:
The weapon attacks with preternatural speed. Any combo made with this
weapon can add an additional attack.
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Mighty:
The weapon deals one die higher damage. If it already did d12 damage,
it adds +1 damage.
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Inferno:
The weapon either deals its damage +1 in Heat damage or its normal
weapon damage, whichever would deal the most.
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Frost:
The weapon either deals its damage +1 in Cold damage or its normal
weapon damage, whichever would deal the most.
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Bolt:
The weapon either deals its damage +1 in Lightning damage or its normal
weapon damage, whichever would deal the most.
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Bane:
The weapon deals +2 damage against one race of creature. The race
varies by the weapon (for example, it could deal extra damage against
Orcs, Trolls, or Dragons).
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Minor magic weapons cost 200 gc more than a normal weapon of its type.
Magic
Armour
Magic armour is nearly as common in fiction as magic weapons. There are
a wide variety of types of magic armour, but the most common ones are
those listed here. Magic armour can be made by anyone with the proper
technique in Arcana. This is a modification that can be added to an
existing armour, including Artifact armour.
-
This is a modification that can be applied to any existing armour
-
Magic Armour has Invulnerability/[Magic or Cold Iron]
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In addition, choose one of the following minor magical effects:
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Shadowy:
you are always treated as if you had concealment
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Quick:
While wearing the armour, your movement speed is increased by +2
squares
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Reflexive:
While wearing the armour, you make dodge defence rolls at +1
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Heat Resistant:
You gain heat resistance +3
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Cold Resistant:
You gain cold resistance +3
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Shock Resistant:
You gain lightning resistance +3
Special magic items, unlike common magic items, cannot generally be
bought. Their rarity, or lack thereof, is entirely in the hands of the
GM when designing the setting.
Tokens
Angel Token:
An angel token is a one-use magic card inscribed with an angelic motif.
If you are wearing an angel token and die, the ring immediately
activates. It glows brightly and then vanishes, and the wearer is
returned to life as if by a successful Resurrection spell.
Shell Token:
A shell token can be activated as a one second immediate action
immediately after the wearer is wounded. After activation, the shell
token turns to dust. The wound is negated as if it never happened, but
any other effects from the attack (such as poison) remain. A shell
token does not help if the attack knocked you dead or dying.
Haste Token:
This one-use token is inscribed with some sort of pattern, although
what it is, precisely, is unclear because the etchings are blurred and
distorted. Activating it takes a one second action and causes the haste
token to burn up in a small fire. To the activator, the rest of the
world begins to move at a snail‚s pace. To everyone else, the character
moves impossibly fast. Activating this token allows you to take an
extra six seconds of action on your turn.
Mana Well
A mana well is an extremely rare and valuable magical device that
amplifies the magical power of spellcasters. Mana wells come in many
shapes and sizes, although they are usually in the form of jewellery
weighing less than 0.1 kg. A character with the Arcana: Link technique
can link with a mana well as if it were another spellcaster, drawing on
its power. Mana wells add +1 to the Magic Power skill and maximum power
rating, just like linking with a caster. A character can only link with
one mana well at a time.
Mana wells generally look like ordinary objects, but any character with
Arcane Sight can identify their presence if the object is in reach.
Further, a character with the Arcana: Link technique can immediately
discover their true nature simply by touching a mana well.
Wing
Boots
These boots have short wings attached to the ankles. They allow the
wearer to defy gravity and fly ƒ for a while. The wearer can activate
the boots mentally as a 0SA. The wings grow slightly and glow a dull
white, and the wearer can fly at a speed of 2 squares. After a minute
of sustained flight, the wing boots falter and the wearer falls. Every
hour, the wing boots recover enough magic to fly the wearer for one
round. So, after two hours without use, the wearer can fly for 12
seconds.
Variants:
Instead of winged boots, the magic item could be a wide, tattered cloak
(for example). Also, for a more powerful item, increase the maximum
flight duration or the recharge rate.
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