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Magic Items A-B
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Magic Items

"The crafting of objects of power seems to be something most mages aspire to.  But such items can be traps as well as tools.  You come to depend upon them too much, and you invest too much of your Gift in them.  And then some bloodyminded yahoo with a sword comes and takes it away from you."

-- Moren Baz the Elder, Retired Adventuring Wizard

In Taranche, most magic items are both difficult and expensive to create, requiring a considerable amount of time, effort, and expense to craft.  Crafting a magical sword, or an enchanted suit of armor, or even something as small as a magical ring can take a wizard years of effort and require rare and hard-to-acquire spells and ingredients.

As such, relatively few enchanted items exist, and those that do exist are cherished by their owners.  They are never put up for sale except in extremely unusual circumstances, and will never be found on the shelf in a shop.  (This rule holds even for potions, the only generic type of magical item; potions must be made fresh specifically for each purchaser, so an alchemist or apothecary who sells a potion or two never has them lying around waiting to be sold.)

Other than potions, generic magical items (such as the archetypical "+1 sword") do not exist; each item is unique, and has a name and a history all of its own.  Rather than finding a "+1 sword" in a monster's treasure horde, the character could find "Lindenuil, The Never Sleeping Blade" that was forged four hundred years ago by the Garth of Bor Tyressul and used by that wizard in the Goblin Wars.  It still gives only a minimal bonus, but its a much more interesting item.

Players who wish their characters to begin play in possession of a magical item must pay for that item with character points as if it were a spell or spell-like ability.  Characters who acquire enchanted items during game play will have a point deducted from all future experience point awards per magic item they acquire until those items are paid off.  That way, they can continue to use the item while still fulfill the rule regarding enchanted items being paid for with points.

When paying character points for an enchanted version of an item that the character can normally acquire simply by paying for it with money (a magic sword that does an extra die of damage per successful strike, for example), the character must pay the cost of both the base item and the enchantment.

Required Limitations

All enchanted items must be built with at least the following limitations:

  • Focus: The value varies according to the nature of the enchanted item:
    • Armor: Obvious Inaccessible Foci (-½)
    • Rings: Obvious Inaccessible Foci (-½)
    • Staffs: Obvious Accessible Foci (-1)
    • Wands: Obvious Accessible Foci (-1)
    • Weapons: Obvious Accessible Foci (-1)
    • Miscellaneous Items: Determined on a Case by Case Basis
  • Independent (-2)

Recognizing Magical Items for What They Are

Some enchanted items clearly have magical properties (the glow, levitate, more under their own power, reduce those who touch them without saying the command word to ash, etc.).  Most, however, don't.  As a wise man said, "Not every rune-covered sword is magical, and not every magical sword is rune-covered."  The most common way of determining whether a particular item is enchanted or not is Detection magics.

Crafting Magical Items

With the exception of potions and spell scrolls, the crafting of an enchanted object has a great and sometimes terrible cost, and even when everything goes right, is never a guaranteed success.  The first cost is time.  The rituals and procedures needed to turn an ordinary object into a magical one can take days, weeks, months, or even years depending on the power of the item and the complexity of the magic.  Most items take 1 week per 10 active points in the item.  The second cost is effort: enchanting an item is taxing, detailed work that cannot be interrupted.  The crafter must focus his whole attention upon the item; in some cases even sleeping and eating disrupt the process.  Third, the process is materially expensive, requiring equipment and ingredients and a proper workspace.  The GM will determine the necessary time, effort, and ingredients to craft an individual item.

Knowledge Skill: Artificing must be known before a wizard can even begin to contemplate creating a magical item.  Other skills may be necessary as well.

Potions

As mentioned above, potions (and related items like magical salves, elixers, and so on) differ from the other enchanted items in that they are generic magical substances created for a specific temporary effect.  They are built as Useable By Others spell-like powers with the Obvious Accessible Focus (Fragile, Expendable) and Charges Limitations.  Each dose of the potion consumed uses up a Charge and expends part of the Focus.  When all charges are gone, the Focus is totally expended and the character must acquire more before the powers may be used again.  This is a Recovers Under Limited Circumstances (-¼) limitation.

Potions do not take the Independent (-2) Limitation, because even if they are lost or destroyed, the character can always brew another one.

Scrolls

In game terms, a scroll that has been scribed with an arcane spell is simply a power that has the Independent, Obvious Accessible Focus, Requires Light to Use, Incantations, and Charges That Never Recover limitations.  Most scrolls can be read only by those possessing the Gift talent.  If the spells inscribed on a scroll can be read by anyone, that is a +1 advantage to the power.

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The Young Kingdoms PBEM Universe and the World of Taranche are copyrighted to Jack and Rebecca Butler, and is their solely owned property.  The Young Kingdoms PBEM Universe and the World of Taranche, and all of the campaigns therein, are works of collaborative fiction.  All the characters and events portrayed here are either products of the authors' imagination or are used fictitiously.  Except where otherwise specifically noted, the Young Kingdoms PBEM Universe and the World of Taranche, all Young Kingdoms characters, and all stories included therein are Copyright 1999, 2000, 2001, and 2002 by Jack and Rebecca Butler with all rights reserved under International Copyright Convention.  Submitting material (such as but not limited to character submissions, background information, and artwork) for inclusion in the Young Kingdoms PBEM Universe and the World of Taranche grants Jack and Rebecca Butler the right to use that material as they wish, in perpetuity, within the confines of the Young Kingdoms PBEM Universe and the World of Taranche. The submitter does not give up the right to use the material in ways unconnected to the Young Kingdoms PBEM Universe and the World of Taranche.  This website was designed by Jack Butler, and is maintained by Jack Butler. Unless otherwise and specifically noted and with the exception of player characters which are the creations of their respective players, all material on this site is the creation of Jack and Rebecca Butler.  No material on this site may be posted or published elsewhere without the express written permission of Jack and Rebecca Butler.  Fantasy Hero and the Hero System are registered trademarks of and are copyrighted by Hero Games, Inc.  No challenge to any trademark or copyright is made or implied by this site.