General Magic Items
Below is a list of some general items, how to build them, etc.
Magic Items come in several types. Some magic items will only be available as a single type of item, but others might be creatable as a ring or a headband or a bracelet. It'll depend.
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Table of Contents
Minor Magic Items General Magic Items Artifacts |
Additionally, many items can be created as tattoos rather than traditional items. This has the advantage of being permanent and difficult to remove - and the disadvantage of being permanent and difficult to remove if you ever wish to change them or upgrade them. A magic item tattoo can be replaced by another one, but the original is destroyed doing so.
The following are standard magic slots locations, although others might be swapped with GM blessing. Many items don't require a slot, but ones that each take up the slot they are in.
Head - Including helmets, hats, earrings, glasses and masks.
Neck - Including amulets, necklaces, chokers, capes, stoles and mantles.
Torso - Including belts, wraps, surcoats, and tabards.
Legs - Including shin guards, trousers, skirts, and kilts.
Feet - Including shoes, boots, sandals, wraps and rings.
Hands - Including gloves, rings, bracelets and bangles.
Arms - Including sleeves, armlets and cuffs.
Minor Items
Sandals of Faith
These small chains wrap around the ankle and toes, leaving the foot bare. Often used by those with a religious obligation or magical connection to the Earth. Cost: 50sp Locations: Feet, Tattoo. Effect: Protects the feet as if wearing normal shoes against cuts, stones and the like. Once a day increase all movement by 1m. |
Blackpowder Belt
A heavy leather belt that contains an unlimited amount of firearm ammunition and holds a small arsenal. Cost: 1300sp Locations: Body Effect: The belt pouch will always contain one round for whatever firearm you hold, and when the shot is fired another will replace it, costing 1 AP less. Any firearm uses one less slot to carry. |
Resistance
Magic items to resist magic are a common feature. Cost: 1200sp Locations: Shoulders, head, body, tattoo. Effect: Add +10% to resist any magical effects. |
Chords of Carrying
Enhance your ability to carry more items. Cost: 600sp Locations: Shoulder, Arms and body, tattoo. Effect: Add 10 to your item slots. |
Water's Flow
Move like flowing water to block and avoid blows. Cost: 1200sp Locations: All, tattoo. Effect: Add +10% to Dodge and Parry, but its costs 1 AP to activate. |
Might of the Unmoving
This powerful item prevents you from being moved against your will. Cost: 2300sp Locations: Feet, Legs, Belt, tattoo. Effect: This item costs 2 AP to activate. When active you cannot be moved, including by teleport. |
Raiment of Smoke
This item generates a cloud of smoke to make them more difficult to hit. Cost: 450sp Locations: All, Tattoo. Effect: It costs 2AP to activate this item, and 0AP to disable it. For ten rounds a day they add +10% to Dodge while active. These rounds do not need to be consecutive. |
Elemental Garment
Garments are designed to resist against a certain type of element. Cost: 1100sp Locations: All, tattoo. Effect: Add +1 armour against fire, cold, lightning or force damage, depending on the element chosen. |
Ring of the Arsenal
This ring allows you to summon any weapon you have previously stored in it. Cost: 600sp Locations: Hand, Foot, tattoo. Effect: Summon any weapon you have stored into the ring for 3 AP. Your hands must be empty. Dropped weapons are instantly stored back in the ring. The ring can hold up to five weapons. |
Ring of the Armoury
This ring allows you to summon any armour you have previously stored in it. Cost: 600sp Locations: Hand, Foot, tattoo. Effect: Summon any summon you have stored into the ring for 1 AP per 2 points of Armour the suit possesses. The ring can hold up to five sets of armour. |
Eternal Fragrance
This small, seemingly empty container will provide a scent once a day. Each one is a unique variation which never fails to charm. Cost: 500sp Locations: Neck, Ring, tattoo. Effect: Add +5% to Interaction talent tests, except diplomacy, with any creatures that cannot smell the scent. |
Soul Candle
A small, light violet candle with runes inscribed along it. Cost: 100sp Locations: None. Effect: This candle burns without end. If an undead creature comes within 5m of the candle the flame turns blue. |
General Magic Items
Mechanical Arm
A replacement, magically powered arm. While it has it's advantages it has its flaws. Cost: 1200sp Locations: Arm (Permanent). It can be used to replace a lost arm. Effect: Add +2 damage to melee attacks using that arm, stacking with bonuses from another item. Cost: While functioning the arm causes the use constant pain, creating a -10% penalty to Willpower. |
Necromantic Limb
The Limb becomes more undead than alive, cold and numb. In return they gain a greater connection to the Undead. Cost: 3000sp Locations: Limb (Permanent). It can be used to replace a lost limb. Effect: Add one Necromancy Talent, and count Willpower as +10 higher for all Necromancy talents, and add 1 minion to any Swarms summoned. Cost: The arm becomes unpleasant to see, and social interaction with non-Undead takes a -10% penalty. It is also not exactly healthy, and your Physical Prowess counts as -10 when calculating hit points. Re-calculate hit points as soon as it is added. This item cannot be removed by anything other than amputation. |
Aion's Tears
This glass orb contains a moment of time, bound and set to move back to an essential moment - but the cost for touching time so is a terrible one. Cost: 2000sp Locations: None. Effect: When broken, time is rewound to dawn or dusk. The being that breaks the orb is then erased from time, to have never been. No memory of them remains. |