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There are many strange and wonderful magical items scattered through the known world, some lost in the demongrounds, other hoarded by dragons and some are available from talented Wizards for a price. Price as with all things fluctuates based on location, supply demand etc. But they are never cheap.
Gems
Gems are found all over the country. They are made and sold predominantly
by mages, but they are available on the black market inside the UnderCities.
Each different type of gem has a different effect, the exact type of stone
that is enchanted often has some bearing on the actually effect but some types
of stone are suitable for several different effects.. So just Coz the last
green stone was a flying Gem doesn't mean the next one will be.
Potions
Potions are very similar to gems. Most gems (except the rarest ones) are available
in potion form. The effect, duration and cost is doubled but storage is trickier,
they must be stored in consecrated glass or they will lose their magical power
and must be used immediately once opened. Similar to gems colour/appearance
it not an accurate method of identification.
Making Gems and Potions.
The creator must have appropriate Element and School for the items effect
(eg healing = alter/life) The vessel is actually a spell component and is
consumed when activated. The effects being non-permanent or minimal, Enspirit
is not required as per other magic items, however Enspirit may be added to
success level.
The mage rolls as a weaving (Int + best required skill) and must beat a success level of 12 for common gems and 3 higher for potions. (as Usual Darkness may be added to SL). The rarer more difficult Gems and Potions require higher success levels eg. Klathor's Touch requires SL25.
Spells are available to create gems and potions but each spell only creates
one specific type of item in a specific form.
If using one of these the roll is : Int + Element + (School or Enspirit) The
mage only requires one of the needed spheres.
If the required SL is not reached the storage is unstable and it activates immediately.
Common Gems: (SL12)
Flying: Gives the user the ability to fly. Has limited range and only last
about a minute.
Healing: Will heal 1-7 wounds (d20+7 vs the effect chart, potion d20 +14)
Breathing: Allows the user to breathe under water or in poisoned air. Lasts
about a minute.
Sight: Gives the user the ability to see in the dark. Lasts about 5 minutes.
Usage: Crushed and scattered on wounds etc. May be crushed in mouth unlike
normal gems.
Elemental Gems: (SL15)
Water: Transforms most liquids into clean drinkable water.
Fire: Will explode into a small ball of fire when smashed. 3foot radius. (Dam=8)
(Throw+Reflexes or d20+7 depending on situation)
Air: Creates a temporary windstorm, of near gale force speeds.
Earth: Will create a small-localized earthquake.
Usage: Smashed by the user except for water, which
dissolves in liquid.
Elemental Gems are harder to come by and so the have a higher price. The Undercity
black market rarely has access to these items due to the strain making them
places on mages.
Invisibility
Makes the user invisible for a short period of time, approx. 1 minute
(about 3-8 rounds). The invisibility is best when still, however with stealth
it is possible to move invisibly. These are found mainly in high magic areas
such as The Lakes and around the Demongrounds as they require a lot of magic
to create. The user eats them. (SL15)
Shield
Creates a shield around the user. Hard to find as they tend to be hoarded
by the scavengers that find them for their own protection whilst traveling
the Demongrounds. Occasionally make their way onto the open market but cost
a small fortune. The user smashes the gem and scatters it around them, moves
with user. (SL15) (3point armour lasts 3 rounds)
Klathor's Touch
One of the rarest of all the know gems. This gem is a double-edged sword.
It can bring a person back to life if administered within 1 hour of death.
However, if administered to a living person, it causes an extreme homicidal
psychosis resulting in the person losing all sanity and usually being possessed
if they aren't killed. Vlarden is the only place still known to produce these
items. (SL25)
Dagger Tattoo
This is a magical dagger that adds +1 To Hit and +1 to Damage SL. If
the magical phrase, written on the dagger, is spoken whilst in contact with
flesh it will transform into a tattoo resembling the dagger. The weapon may
be called back at any time uttering a variation of the original phrase. The
language is Demon or Making as the tongue of magic is known to wizards. This
language is similar to High Elven, the ancient elven language. Dragons also
speak this language. The tattoo appears normal and Success Level 14 must be
beaten with Divination to notice or even recognise it's magic (Alteration/Solid)
Firebane - Sword
This is a legendary type of enchantment used by the Elves of Illandar,
was most often use it to enchant long swords but other weapons with similar
characteristics have been seen, probably enchanted by non-elven wizards with
the elven Spell. Firebane weapons are +6 to +damage when used against fire based
demons or dragons. A firebane will put out any small fire just by touch. Whilst
drawn the wielder gains 2points of armour vs Fire. Legend has it that when
the time of Man began the elves moved from Vlarden to Illandar but before
they could they had to clear the Dragons that lived there, and that the elven
army was equipped with these weapons.
Elven Sword
The Illandar Regular army are each equipped with one of these magic swords.
They are finely crafted and innately magical. They have no combat bonuses
other than the ability to hit any creature that requires magical weapons to
injure. Also a gem in the hilt will glow when the weapon is in contact with
a magic item, creature or effect. The weapons enchantments draw energy from
the magic they are in contact with and as such are very difficult to detect
as magical. (SL14)
Skin of Creidann
This grisly jacket once belonged to an elf named criedan. In fact it was his
skin. The history of this individual is hazy at best, however this elven warrior
mage is rumoured to have fallen and traveled to hell only to return a spectre,
his body imbued with special powers. His body tattooed with protection runes
and powerful magics turned the elf's skin in to armour, even after the elf's
death his skin is still indestructible.
+3 armour to torso and arms, no penalties.
"When you said that jacket was elven, did you mean it WAS elven?".
These Items focus magical power and allow a Mages a more powerful result from an otherwise ordinary casting. Focuses generally add to the Success Level of a magic. But some may increase the Range, Size or Duration of a Magic. Some are specific and only effect a particular Sphere, others are even more specific effecting only a particular facet of a sphere and others effect all casting. The exact bonus is is dependant on the item. Below are some examples
Staff of Power
This incredibly rare staff increases all castings Success Level by 5.
Wand of Fire.
A Wand of Fire increases the Success Level by 2 for all fire based castings.
Seeing Eye.
This Crystal ball Increases Divination range by 1 step.
Amulet of Life
This Item popular amongst healers adds 3 to 'Life' success levels.
Fetishes are objects that the mage has created a link with. This allows them to store MP to be used later. The item must be appropriate to the type of magic that will be stored within and only MP suitable for one Sphere may be put into an item. The amount that may be stored is equal to the casters skill level. The process is not very efficient and many more MP must be placed into an object than can be removed. AcMP is used to determine the amount that must be put in and removed. eg 10MP in, means that 4MP may be removed.
(NB :The maths is similar to raising skills with XP)
The actual object can be anything as long as they have some connection to the magic stored within.
Another wizard may use MP stored in a fetish, so long as its original owner is dead, however only half of it may be used as it is unfamiliar to the new wizard.