Erandor Magic Items

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Paying for Magic Items[edit]

Minor Magic Items[edit]

Minor magic items include magical things that possess a spell or magical effect only temporarily, items that are meant merely as a convenience, and items that have only entertainment value.

Temporary Items[edit]

Items of a temporary nature that are discovered or created by use of Alchemy, once acquired, have little further cost. The only cost is the time and effort to create the item, or to discover it. After that, you need only activate the magic. Temporary magic items have a single use and after that, they are gone. However, the advantage is that there is no chance of spell failure. The alchemist that created the temporary item has already successfully cast the spell and the materials used have locked the spell's pattern inside it.

Convenience and Entertainment[edit]

The above covers minor magic that's consumable. But what about items that are only marginally magical? Or what if they are magical but only have a minor impact on the story? Two more kinds of items come to mind in this case: magical items of convenience and magical items of entertainment. If purchased from a reseller or alchemist, they might be pricey since they are permanent magic items after all, and that still takes considerable skill on the part of an alchemist to create. These items can be represented simply as an aspect. If you wish, you can invoke them like any aspect.

You can devote an aspect slot to the item if it is important enough to you, but it is not required. If you have more than one minor magic item, however, you can only have one of them active at a time.

Examples include: brooms that clean a room for you, a candle that lights itself at your command, a bed that warms itself and a chest that chills what you put into it.

Major Magic Items[edit]

Most permanent magic items fall into this category. These items have a stunt's worth of effect and may also have an aspect associated with it. If you wish to use such an item, you need to pay a fate point. For the rest of the scene after that, you gain full access to whatever stunt the item is described to have. (Should the item actually have more than one stunt, then you need to spend a fate point for each ability you wish to activate for that scene.)

You can also pay for the item with a stunt slot or point of Refresh for each stunt it possesses, or if it bears a supernatural power it should say how much Refresh it costs to purchase. You also need to devote an aspect slot to it, if the item carries its own aspect. You can use Extras stunts or aspects to pay for it. Once you do that, you do not need to pay Fate to activate it -- the item's power is always at your command. If the item has some special or advanced power that requires Fate to activate, you do still need to pay those special costs. Items like this are exceedingly rare, however.

Stuff of Legend[edit]

Legendary magic items will not operate unless the character invests a point of Refresh (or a stunt slot) in it, as well as an aspect slot. You may use those from Extras to pay for this, if you wish. However, none of its powers are accessible until this cost is paid. Legendary items also often have multiple abilities. Usually they are not all active at once, but may require a fate point to activate, or perhaps you simply need to pay a fate point to replace the current active power with another. Or there may be special limitations or circumstances on when the extra powers come into play. Every legendary magic item should be unique. Some may even have skills it can lend you (which would need to be paid for with your own skill points, though they may come from your Extras pool, if you have some left). Items with skills are nearly always intelligent and given the combination of aspect, skills, and stunts, comprise a fully realized character in itself.


Temporary Magic[edit]


Potions are liquids meant to be ingested. Brewed with special ingredients and imbued with magic, they can have a number of beneficial effects.

Consumable magic items like this are created with Alchemy, purchased from an alchemist, or found along the way. The skill rolls required to create them, purchase them, or the effort required to find them pays any cost to have them. They work once and then are gone. To activate them, you must do something -- usually this means drinking it. This unlocks the magic stored in the potion and lends the spell to the user.

Healing. This potion grants a +2 to a recovery roll to begin recovering from a consequence. Magic can only work once on any consequence. Once you've used magic to aid healing, you may not use it again to try to heal that same consequence. It has an Average (+1) difficulty for an alchemist to make it and can be purchased usually with a Resources roll against an Average (+1) or Fair (+2) difficulty, depending on availability, or 50 silver.

Regeneration. Drink this potion prior to making a recovery roll with a +2 bonus to begin recovering from a consequence. Upon success, recovery begins as normal and the consequence is lowered by one step. So, a mild consequence goes away immediately instead of at the end of the scene, a moderate consequence becomes a mild and goes away at the end of the scene, and a severe consequence is reduced to moderate and is healed normally. This potion affects only one consequence, and you must have an open consequence slot for the regeneration to work. For example, if you wish to regenerate a moderate physical consequence, you need to first have an open mild consequence slot.Magic can only work once on any consequence. Once you've used magic to aid healing, you may not use it again to try to heal that same consequence. This potion has a Good (+3) difficulty for an alchemist to make it, and it may be purchased with a Resources roll against a Good (+3) or Great (+4) difficulty, or 300 silver.

Second Wind. Drink this potion and make a Physique roll with a +2 bonus against a Mediocre (+0) difficulty (which can be increased if you are in stressful circumstances). Shifts of success can be spent to buy back spent physical stress. When doing so, buy each box individually. So for example if you roll and gain three shifts of success, you can clear your third stress box — or you could clear the first stress box and second stress box. Which boxes are cleared is your choice. This potion has an Average (+1) difficulty for an alchemist to make and usually sells for a Resources roll against an Average (+1) or Fair (+2) difficulty or 50 silver.

Magical Weapons[edit]

The following special abilities are purchased as stunts that can be added to a weapon. These are just examples based on classic special weapon abilities in fantasy games. When designing weapons for your game, you can use these as-is, or use them as inspiration for your own magical enhancements.

Some weapons can have more than a single ability. If it does, consider building in some kind of limitation or cost to the extra powers that will reduce the overall cost to the magic item to 1 Refresh and (optionally) 1 aspect slot.

Bane. You inflict +2 shifts of damage upon a successful attack against targets of a specific type. The type must be selected when the weapon is created. This extra damage can add to any existing damage bonus provided by the weapon.

Cleaving. When you attack a nameless character of Fair or Average quality and succeed, you automatically cut down the first and apply shifts of damage normally to the rest.

Flame. The weapon burns with magical fire. When you successfully attack with this weapon and gain success with style, you can place an aspect On Fire with a free invoke instead of gaining a boost.

Flight. Useful for thrown weapons, only. When you use Shoot to throw a weapon at a target, they do not gain a bonus to defense according to the number of zones distant. You can throw a weapon at any target you can see directly.

Hallowed. These are bane weapons, but are designed to target any type of undead creature. See above.

Ice. The weapon is unnaturally cold. When you successfully attack with this weapon and gain success with style, you can place an aspect Frozen with a free invoke instead of a boost.

Life Bane. Some undead have weapons specially enchanted to drain life from victims. When an attack succeeds with style while using a Life Bane weapon, you can place a special Life Drain aspect upon a target instead of boost. This aspect lasts for the duration of this scene and the next. Such an aspect can be used as one would expect to reflect a loss of living vitality in a target. However, it can also be invoked against the character when an attempt is made for physical recovery to begin recovering a consequence slot.

Mythral. This weapon is made of a magical alloy that is found only in the deepest mines. Extremely rare, it is used most often only by dwarf and night elf nobility and never traded or sold, though it might be gifted or found in an ancient hoard. Weapons of mythral grant a +1 bonus to any use of the Fight skill due to its hardness, sharpness, and light weight. Many weapons of mythral have additional magical properties because the weapons tend to absorb magical enhancement very well. In fact, ancient mythral weapons tend to pick up abilities on their own over time. The elder weapons may also awaken and become intelligent.

Razor. The weapon is so sharp, it can pass right through armor. The first time a target invokes an Armor aspect to help defend against the attack, they gain no bonus.

Returning. Useful for thrown weapons only. When you throw your weapon, it automatically returns to your hand, unless it is stuck or somehow grabbed.

Screaming. This weapon makes a terrifying sound when wielded in battle. When you brandish this weapon, you can make a Provoke attack meant to terrify and intimidate at a +2 bonus.

Seeking. When using a weapon with your Shoot skill, you can ignore bonuses to the target’s defense due to cover.

Seeping Wounds. When you succeed with style using this weapon, you can choose to place an aspect, Bleeding Wound, with one free invoke upon your target instead of taking a boost.

Shock. Your weapon inflicts such terrible damage to a body it can put the target into shock. The first time you inflict a physical consequence on a target with this weapon, you also place the aspect In Shock upon the victim.

Speed. This weapon grants a +2 bonus to initiative rolls.

Spells. A spell-slinger of any type can cast a spell into the weapon, paying the usual costs for the spell. This works like spell preparation, even if your style of spell casting does not require it. Note the effect and the difficulty of the spell. Later, when the wielder of the weapon (which need not be the spell caster!) wishes, she may release the spell using whichever skill is most appropriate to direct the magic. The caster does need to beat the noted difficulty in order for the spell to work as expected.

Magical Armor[edit]

The following special abilities are purchased as stunts that can be added to armor. These are just examples based on classic special armor abilities in fantasy games. When designing magic armor for your game, you can use these stunts as-is, or use them as inspiration for your own magical enhancements.

Some magical armor can have more than a single ability. If it does, consider building in some kind of limitation or cost to the extra powers that will reduce the overall cost to the magic item to 1 Refresh and (optionally) 1 aspect slot.

Cold Resistance. The armor may be invoked once per scene for free to gain a bonus to defend against cold-based attacks.

Demon. This armor is as intimidating as it is lethal. You gain +2 to Provoke attempts to intimidate people. You also inflict 2 shifts of stress when you successfully grapple someone due to the nasty spiky bits. Finally, unarmed attacks while wearing the armor counts as an attack with a martial weapon. (You do an extra +1 stress upon a successful attack action using Fight.)

Dragon Hide. This armor is made of dragon hide, which is exceptionally tough. It counts as Heavy Armor, but it counts as light armor in terms of what might be compelled.

Fire Resistance. The armor may be invoked once per scene for free to gain a bonus to defend against fire-based attacks.

Glamoured. This armor disappears when its wearer changes shape or wishes to appear unarmored. Any benefits the armor provides is gone as long as the armor disappears, but return once the owner returns to his natural form or wishes the armor to appear again.

Shade. Shade armor provides a +2 bonus to stealth rolls to use shadows to avoid being scene. It also dampens sound. However, armor with this benefit can still be compelled for other reasons (hot, heavy, etc.).

Slick. This armor makes it hard to keep hold of you. You gain a +2 bonus to any attempt to escape grapples and slip through narrow openings.

Sylvan. This armor is made only by forest elves and consists of wood heated and lacquered, then reinforced with magic. This results in a lightweight scale or plate armor. Sylvan Scale grants two free invokes per session, but compels as if it were only light armor. Sylvan Plate armor grants three free invokes per session, but compels as if it were only medium armor. Because such armor is also stained with forest patterns, it grants a +1 bonus to skill rolls to be unseen in a forest setting.

Example: Glamoured Armor of the Flame Lord. This armor has the Fire Resistance stunt. It also has the Glamoured power, which be activated with the expenditure of a fate point. This major magical item can be paid for with a single stunt slot or point of refresh. At the player's option, an aspect may also be devoted to it.

Rings and Other Jewelry[edit]

Jewelry is sometimes imbued with magical power. Normally, it is constructed from precious metals like gold and silver but more often they are made from a magical material such as mythral, adamant or orichalc. Like weapons and armor, you can purchase many types of rings by devoting a stunt slots from your extras allotment or points of Refresh. Ancient, powerful rings, especially those made of mythral, might have awakened with an intelligent (and skills!) of their own. These rings would be built and purchased as noted under Intelligent Weapons and Armor, above.

Hypnotic Charm. This bit of jewelry needs to be worn where it can easily be seen. When the wearer uses her a Phantasm spell to create an advantage related to charming, mesmerizing, or befriending, she gains a +2 bonus.

Invisibility. At the wearer’s command, this ring bestows upon the wearer the Invisible aspect. This aspect renders you undetectable via sight, though no other senses are affected. In addition, if the wearer does something that would direct attention to himself, the aspect disappears. For example, attacking someone while Invisible would cause the wearer to appear and the aspect to go away. If another character has a reasonably good idea where the character with the ring is, they may still be able to attack. In these cases, the aspect can be invoked to aid defense (and the first invoke of Invisible is free). However, if the ring wearer is in the same zone that an attack which affects the entire zone is executed, the aspect cannot aid in defense. The Invisible aspect lasts no more than a single scene. This special power can be used only once per session.

Leaping. Wearing this piece of jewelry has the benefit of providing a +2 to Athletics rolls to leap.

Spell Resistance. This ring provides a +1 bonus to skill rolls to resist any spell cast upon you. This includes beneficial spells, so you must make a resistance roll whether you wish to resist or not, so long as you wear the ring.

Unfailing Will. This ring gives the wearer the confidence to resist assault against his courage and his mind. It provides a +2 to defense rolls against attack actions that do mental damage, including Provoke attacks as well as magical attack such as from Phantasm spells.