Magic Items

Magic items and treasure

Category:
other
Description:

Magic items are available during character creation by spending starting money.

Likewise, magic items can be created (or purchased/commissioned) during the campaign, but only the largest cities will even have a shop and an enchanter who can do the work. The work will take some time and the item requested will cost money. PCs with the Itemsmithing skill and Magic Talents (see Fantasy Character Creation and Everyman Skills) can enchant their own items during the campaign.

Vanquished NPCs may be carrying magic items, usually something useful for that NPC, which can be “purchased” by PCs using their share of any treasure found. We’ll track the monetary value of items that are kept and the GM will make sure rewards are comparable for everyone.

A well-designed Detect Magic may be able to discern the properties of items found.

Unwanted magic items can be sold for money (to a willing buyer, of course) which can be used to buy or craft items that are more useful (spells, armor, weapons, horses, etc.). Exchange rate may vary depending on availability and local laws regarding magic.

Item Name Active Points Real Points SP cost Powers Notes
Amulet of Water Breathing 5 3 25 sp Life support: Expanded breathing; OIF. Currently unclaimed from Campaign 1
Ring of Missile Deflection 20 13 65 sp See below In Maksim’s possession.
Rabbit’s Foot 6 5 25 sp Combat Luck (3PD/3ED), IIF In Maksim’s possession.
Witch Hunter’s Blade 31 10 78 sp Killing Atk – HTH 1 1/2d6, AP, OAF, STR Min 11, Real Weapon, Limited Power: AP only vs. Magic Defenses) 5 taken from villagers outside Beleg ruins.
Wheellock Musket 77 19 366 sp 3 1/2d6 Ranged Killing Attack, + 1 STUN Mod, Ammo is AP with same limitation as Witch Hunter Blade 6 muskets taken from villagers.
Beleg’s Companion 50 25 313 sp 5o Point Multipower: 1) Missile Deflection; 2) Energy Blast; 3) 2.5d6 Ranged Killing; 4) Swingline; 5) Entangle
Boots of Traveling 14 9 45 sp + 6 Running, x4 Non-Combat; Costs END only to activate
Cloak of Quiet Cooling 19 13 65 sp Invisibility to Hearing and IR Sight; Life support in Heat and Cold
Spell: Dimensional Vault 56 (up to 100) 17 250 sp Opens a pocket dimension
Bio:

Items details are as follows:

Cost Name END
Ring of Missile Deflection: Deflection (20 Active Points); IIF (-1/4), Only Works Against Arrows and Bolts Very Common attack (-1/4) 2
15 Pool of Scrying: Clairsentience (Sight And Hearing Groups), Mobile Perception Point (can move up to 12m per Phase), MegaScale (1m = 1 km; +1) (70 Active Points); OAF Immobile (-2), Gestures (Requires both hands; -1/2), Extra Time (Full Phase, -1/2), Requires A Magic Skill Roll (Skill roll; -1/2), Incantations (-1/4) 7
13 Cloak of Quiet Cooling: (Total: 19 Active Cost, 13 Real Cost) Invisibility to Hearing Group and Infrared Perception (15 Active Points); OIF (-1/2) (Real Cost: 10) *plus* Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); OIF (-1/2) (Real Cost: 3) 1
5 Rabbit’s Foot: Combat Luck (3 PD/3 ED) (6 Active Points); IIF (-1/4)
9 Boots of Traveling: (Total: 14 Active Cost, 9 Real Cost) Running +6m (18m total), x4 Noncombat, Costs Endurance Only To Activate (+1/4) (14 Active Points); OIF (-1/2) (Real Cost: 9) 1
7 Dimensional Vault: Extra-Dimensional Movement (Single Dimension), x2 Mass, Usable by Other (+ 1/4), Constant (+ 1/2), Area of Effect (2m radius; + 1/4), 1/2 END (+ 1/4) (56 AP), Gate (- 1/2); 5 END to cast, 2 END to maintain, base -6 to skill roll 2
3 Amulet of Water Breathing: Life Support (Expanded Breathing) (5 Active Points); OIF (-1/2) 0
25 Beleg’s Companion: Multipower, 50-point reserve, (50 Active Points); all slots OAF (-1)
1f 1) Missile Deflection: Deflection (20 Active Points); OAF (-1), Gestures (Requires both hands; -1/2), Required Hands Two-Handed (-1/2), Concentration (1/2 DCV; -1/4) 2
1f 2) Energy Arrow: Blast 8d6, Area Of Effect (1m Radius Explosion; +1/4) (50 Active Points); OAF (-1), STR Minimum 4-8 (STR Min. Cannot Add/Subtract Damage; -3/4), Gestures (Requires both hands; -1/2), Required Hands Two-Handed (-1/2), Concentration (1/2 DCV; -1/4) 5
1f 3) Deadly Bolt: Killing Attack - Ranged 2 1/2d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); OAF (-1), STR Minimum 4-8 (STR Min. Cannot Add/Subtract Damage; -3/4), Required Hands Two-Handed (-1/2), Gestures (Requires both hands; -1/2), Beam (-1/4), Concentration (1/2 DCV; -1/4) 2
1f 4) Swingline: +6 with Climbing (12 Active Points); OAF (-1) [Notes: Creates an energy grapnel and line that adds +6 to Climbing skill]
2f 5) Binding Shot: Entangle 5d6, 5 PD/5 ED (50 Active Points); OAF (-1), Lockout - cannot use bow's other powers while Entangle is active (Glowing line can be seen from bow to target; -1/2), Limited Range 30m (-1/4) 5

Magic Items

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