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"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.
 
This
site is best viewed using the
Magic
Cards font. |
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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
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