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Goblin Iron Powder | |
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Name: | Goblin Iron Powder
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Sub-Type: | GM Controlled
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Description: | A poisonous dust made from goblin iron.
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Created By: | Secret
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Rarity Level: | Secret
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Item Number: | Secret
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Associations: | Secret
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Ritual Use: | Secret |
A poisonous dust made from goblin iron.
Description
This is a highly toxic substance made from goblin iron.
Gershan poisonsmiths spend years perfecting their craft. Some have taken that art form and devised a way to powder goblin iron so that it can be inserted directly into other things, such as food and drink. Rumors hold that some have even managed to work it into everyday items like clothing, harming the wearer slowly over time. The potency of these poisons diminishes over time, something the poisoners consider a feature, it leaves less evidence that anything happened. Victims appear to have died of natural causes, ideal for use as a Gershan assassin's tool.
References
Ritual Components
Most rituals will require specific components that are consumed or foci, items that must be present to perform the ritual, that are not consumed. When the ritual itself is consumed on use, it will be listed as a component.
There are a wide variety of ritual components. Basic ritual components are any component from the seven schools of magic. These are the most commonly used ones for rituals. There is no fixed shape for basic ritual components, but there are often themes among the different schools. These ritual components are found as loot during the game.
Other components can be absolutely anything. These are known as special ritual components to distinguish them from basic ones. These scarce ritual components (such as Dragon's Blood or Ghost Stones), cannot ever be substituted with other items or powers, you must use the exact item called for. Generally scarce ritual components are required for plots or the rarest of rituals.
Recognizing ritual components requires the Identify Magic skill.
GM Controlled Components
Gamemaster controlled ritual components are designed to be used by GM's to tell stories with. They have no fixed purpose. These items could be used as part of the Remedy ritual to cure a plague or remove a hexed item. They could be part of a plot from a GM, or even simply a red herring. All of these items are quest items and must be returned to logistics by the end of the event. The story reason for this is because none of them are stable, each one loses its potency in some way or another by the end of an event.
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