Spell-Like Items

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Spell-Like Items

Magic Item Crafting Option

Potion

Oil

Scroll Information

Many items fill similar functions to spells and use many of the same rules. They have all be gathered here.

Imbued Items

One of the most common functions of magic items is to cast spells. These are sometimes referred to as imbued items. Often the item simply lists how many times per event it will cast a certain spell. A character must be attuned to an item to use it. To use the item, hold it in a hand (or wear it) then say an appropriate incantation. The spell works just like casting using your own Power, but the item provides the Power instead.

A character can only use one item per event to cast any given spell. Characters may wear more than one item that grants the same spell. Once a character has used one item to cast a spell, any other imbued items may not be used to cast the same spell. Potions, scrolls, wands and other consumables may still be used as normal, this rule only applies to imbued items that cast a spell each event.

For example, a PC has a ring equipped that casts Heal Body 3 times an event. They also have a cloak equipped that casts Heal Mortal Wound 1 time an event AND Heal Body 1 time an event. The PC uses the ring's power to cast Heal Body and bring a party member back to full health. They can still use the cloak's imbued Heal Mortal Wound, but the Heal Body that is also imbued is unusable until next event. They can still use the remaining 2 casts of Heal Body from the ring.

Imbued items can be crafted using craft points and either the Ornamenting or the Weaponsmithing skills. Some items made using the Tinkering skill work like this as well, but with no customization options.

Rods

A rod is an object that allows a character who does not know a spell to cast it anyway. Some rods can also have features that modify what happens when you cast their spell if you are holding the rod. When using a rod a character always provides their own power points.

Props for rods must be between 18 and 36 inches in length and can never be used as a weapon.

Rods are creating using craft points and the ornamenting skill. A rod can only have crafting features explicitly designed for rods. There is no maximum number of craft points for a rod, but a rod can only have one spell associated with it.

Tomes

A tome functions very similarly to a rod. Tomes contain 1 or more spells in them. A character attuned to a tome can read from it to cast any spells contained inside using their own power points, but without needing to know the spell.

Crafting a tome requires craft points and the Scholar role-playing skill. Player crafting tomes can only contain spells from one school and have a cap of 120 craft points (enough for each spell in a school). Tomes can only take crafting features that specifically say they are for tomes.

Wands

A wand is a crafted item that provides power points to cast a specific spell selected when the wand is made. The pool of power points a wand has available is also determined when the wand is first made.

You cast the spell out of the wand like you would for any other magic item, but when the wand would provide power points it consumes them out of the pool inside the wand. A single wand can be used as many times in an event as it has power, often far more than any other magic item, however once all the power points in the wand are depleted it is gone forever. Wands do not regenerate their power points under normal circumstances.

The prop for a wand should be between 8 and 16 inches in length. Wands may never be used in combat as weapons.

Wands are created using craft points and the ornamenting skill. When crafting a wand only features that explicitly go into a wand can be put into a wand.

Potions Rules

Potions provide the effects of a spell to anyone who drinks them. They provide their own power and do not require an incantation.

A potion is used by role-playing drinking it, or by concealing it in food like an ingested alchemical. When someone consumes the potion they are affected by the spell as if it had been cast upon them. The user counts as the person casting the spell for the purposes of voluntarily dispelling it.

Oils are like potions, but for spells that are applied to objects or areas instead of characters. To apply an oil, role-play applying it to the affected area.

No skill is needed to identify a potion (or oil). Any character is capable of understanding the effects a potion will have.

After using a potion or an oil, the character does not have to destroy the consumable slip right away. A player may wait for the next convenient moment to do so, if for example they drink a potion in the middle of a combat. You do not have to actually take the top off of the container the potion is in while you roleplay drinking it. You should still destroy the consumable slip at your earliest convenience.

When administering a potion to a character who has the Helpless condition, you must have the first aid skill.

Potions are created using production points and the brew potion skill.

Scrolls

A scroll is a consumable item that can be used by a character with the read magic skill to cast the spell written upon it. The scroll provides the power points and knowledge needed to cast the spell written on it and then it is destroyed.

When a scroll has a range of self, you may only use it if you know the spell on the scroll.

Scrolls are produced using the scribe scroll skill and production points.

Potion Listing

Name

School Item Level Duration Oil Description Scarce

Ghastly Visage

Necromancy

1

Medium (10 Minutes)

Mindless undead think you are one of them. Enter unhallowed areas.

No

Heal Body

Restoration

1

Instant

Heal any body damage a target has.

No

Magic Armor

Aegis

1

Long (Game Day)

Grants the target 2 points of magic armor.

No

Strength

Battle

1

Medium (10 Minutes)

The target gains +1 Might.

No

Toughness

Aegis

1

Medium (10 Minutes)

Give the target 2 extra body points, or protect tougher targets against killing blows.

No

Anti-Magic Shield

Aegis

2

Long
(Game Day)

Prevents the next offensive spell call that hits the target.

No

Dissipate

Nature

2

Medium (10 Minutes)

The target gains the Dissipated condition.

No

Purify Spirit

Restoration

2

Instant

Cures a target of all poisons in their body.

No

Restore Limb

Restoration

2

Instant

Cures all limb wounds on the target.

No

Spellburst

Battle

2

Medium (10 Minutes)

The target's spells produce handfuls of tag bags.

No

Spirit Shield

Aegis

2

Long (Game Day)

Prevents the next poison, acid, or harmful alchemical effect against the target.

No

Elemental Weapon

Nature

3

Medium (10 Minutes)

Allows all weapons carried by the user to strike for Nature damage.

No

Heal Mortal Wound

Restoration

3

Instant

Heals a target of their torso wound and stops them from bleeding out.

No

Improved Magic Armor

Aegis

3

Long (Game Day)

Grants the target 4 points of magic armor.

No

Resilience

Restoration

3

Medium (10 Minutes)

Makes a target immune to killing blows and turns all damage against them to blunt.

No

Oil Listing

Oil Name

School Item Level Duration Oil Description Scarce

Enhance Armor

Enchantment

1

Long (Game Day)

Increase a piece of physical armor's protective value by 1.

No

Magic Lock

Enchantment

1

Long (Game Day)

Hold a door or container magically closed.

No

Magic Strike

Battle

1

Medium (10 Minutes)

Weapon's next hit is deals 4 damage.

No

Mend Armor

Nature

1

Instant

The primary means of repairing armor of all varieties.

No

Creeping Rot

Necromancy

2

Medium (10 Minutes)

Allows a weapon to deal poison damage.

No

Enchant Shield

Enchantment

2

Long (Game Day)

The enchanted shield prevents the next acid or spell call to hit it.

No

Silvershine

Enchantment

2

Medium (10 Minutes)

A weapon can deal silver damage

No

Enchant Weapon

Enchantment

3

Medium (10 Minutes)

A weapon can deal Elven Steel damage.

No

Sanctuary

Aegis

3

Medium (10 Minutes)

Creates a Sanctuary Field around the caster.

No

Spellstore

Enchantment

3

Longest (Event) or until expended

Store the magic of another spell in your weapon to draw upon it later.

No

Scarce Potions Listing

Name

School Item Level Duration Oil Description Scarce

Abomination

Necromancy

3

Medium (10 Minutes)

The target grows into a huge monster and gains monstrous characteristics.

Yes

Anti-Magic Aura

Aegis

2

Short (1 Minute)

Prevents all spells from effecting the target.

Yes

Aura of Reflection

Aegis

3

Long (Game Day)

Prevents offensive spells from affecting the target and lets them be cast back.

Yes

Battle Mastery

Battle

3

Long
(Game Day)

The target is immune to Magic damage.

Yes

Combat Prowess

Battle

2

Medium (10 Minutes)

Immediately give a target mastery of all combat skills.

Yes

Dreadlord

Necromancy

3

Medium (10 Minutes)

Take on characteristics of the undead and gain the ability to control them.

Yes

Grim Sight

Necromancy

2

Medium (10 Minutes)

Finds the presence of living or undead around the target.

Yes

Heroism

Compulsion

2

Medium (10 Minutes)

Temporarily set a target's Body to 10, with some bonus consequences.

Yes

Mind Blank

Compulsion

3

Long (Game Day)

Makes a target immune to compulsion effects.

Yes

Panacea

Restoration

2

Instant

Heal a target of all wounds and restore their body points.

Yes

Primal Form

Nature

3

Medium (10 Minutes)

A character takes on characteristics of an elemental and can order natural creatures around.

Yes

Revive

Restoration

3

Instant

Heals a dead target, bringing them back to life.

Yes

Poison Immunity

Aegis

3

Long (Game Day)

Protects the target against all poison, acid, and harmful alchemical effect calls.

Yes

Synchronize

Aegis

2

Special

Grants the target Toughness, Spirit Shield, Anti-Magic Shield and Improved Magic Armor.

Yes

Scarce Oil Listing

Oil Name

School Item Level Duration Oil Description Scarce

Ablative Armor

Enchantment

2

Long
(Game Day)

Enchance armor to prevent the next two hits without 'Pierce!' that hit it

Yes

Ruin

Nature

2

Short (1 Minute)

The best way to deal with a shield wall. Enchant a weapon to deal acid damage or throw infinite acid tag bags.

Yes

Shadowskin

Enchantment

3

Medium (10 Minutes)

Make a target temporarily immune to all regular damage.

Yes

Wraithbane

Enchantment

3

Long (Game Day)

A weapon can deal Elven Steel damage and it does increased damage.

Yes

Scroll-Like Items

Some scarce items follow all the rules for scrolls except that they are not based on standard spells. Either they allow for casting your choice of spells from a limited criteria or they are a piece of paper that has special properties.

While typically scarce items are not viewable by players these items are, so that players can see how they work.

Scroll Name

School Scroll Level Duration Spell Description Scarce

Level One Prismatic Spell Scroll

Hybrid 1 Variable Use to cast any level 1 spell. Yes

Level Two Prismatic Spell Scroll

Hybrid 1 Variable Use to cast any level 2 spell. Yes

Level Three Prismatic Spell Scroll

Hybrid 1 Variable Use to cast any level 3 spell. Yes

Level Four Prismatic Spell Scroll

Hybrid 2 Variable Use to cast any level 4 spell. Yes

Level Five Prismatic Spell Scroll

Hybrid 3 Variable Use to cast any level 5 spell. Yes

Ritual Paper

None 2 None Used in the permanent creation of rare loot rituals. Yes

Writ of Aegis

Aegis 3 Instant This counts as an Aegis Ritual Component Yes

Writ of Battle

Battle 3 Instant This counts as an Battle Ritual Component Yes

Writ of Compulsion

Compulsion 3 Instant This counts as an Compulsion Ritual Component Yes

Writ of Enchantment

Enchantment 3 Instant This counts as an Enchantment Ritual Component Yes

Writ of Nature

Nature 3 Instant This counts as an Nature Ritual Component Yes

Writ of Necromancy

Necromancy 3 Instant This counts as an Necromancy Ritual Component Yes

Writ of Restoration

Restoration 3 Instant This counts as an Restoration Ritual Component Yes

References

Imbued Item Crafting Features

Standard Imbued Item Crafting Features

Spell Related Features

Many magic item features replicate spell casting. These are sometimes refered to as imbued items.

Standard Spell Related Features

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

1st Level Spell

Yes Yes 4/ cast Selected a 1st level spell when crafted. This item casts it once per event. May be crafted multiple times for additional casts per event or to add casts of other spells.

2nd Level Spell

Yes Yes 8/ cast Selected a 2nd level spell when crafted. This item casts it once per event. May be crafted multiple times for additional casts per event or to add casts of other spells.

3rd Level Spell

Yes Yes 12/ cast Selected a 3rd level spell when crafted. This item casts it once per event. May be crafted multiple times for additional casts per event or to add casts of other spells.

Restricted Incantation

Ornamenting 1 Weaponsmithing 1 None The incantation used to cast a spell on this item has a requirement that must be met. This could be using (or not using) a certain language, using certain words, a specific incant, or an increased incantation length. Logs staff may restrict overly complex or long requirements.

Epic Imbued Item Crafting Features

Epic Spell Crafting Features

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

4th Level Spell

Epic Only Epic Only 16/ cast Selected a 4th level spell when crafted. This item casts it once per event. May be crafted multiple times for additional casts per event or to add casts of other spells.

5th Level Spell

Epic Only Epic Only 20/ cast Selected a 5th level spell when crafted. This item casts it once per event. May be crafted multiple times for additional casts per event or to add casts of other spells.

Prismatic Level 1 Spell

Epic Only Epic Only 8/ cast Allows an item to cast ANY 1st level spell once per event. May be crafted multiple times for additional casts.

Prismatic Level 2 Spell

Epic Only Epic Only 12/ cast Allows an item to cast ANY 2nd level spell once per event. May be crafted multiple times for additional casts.

Prismatic Level 3 Spell

Feb Feast Only Feb Feast Only 16/ cast Allows an item to cast ANY 3rd level spell once per event. May be crafted multiple times for additional casts.

Prismatic Level 4 Spell

Feb Feast Only Feb Feast Only 24/ cast Allows an item to cast ANY 4th level spell once per event. May be crafted multiple times for additional casts.

Prismatic Level 5 Spell

Feb Feast Only Feb Feast Only 28/ cast Allows an item to cast ANY 5th level spell once per event. May be crafted multiple times for additional casts.

Change Spell Yearly

Feb Feast Only Feb Feast Only 4/ Spell At the start of each calendar year you may change one spell this item casts (chosen when the item is made) for another of the same level. May be taken multiple times for an item with multiple spells.

Spellburst Spell

Feb Feast Only Feb Feast Only 8/ Spell All castings of one spell on this item, chosen when the item is made, is always affected by the Spellburst spell. May be taken multiple times for an item with multiple spells.

Extra Tag Bag

Feb Feast Only Feb Feast Only 8/ Spell All copies of one spell, which generates tag bags, on this item (chosen when the item is made) now generates an extra tag bag. This may be taken multiple times for an item with multiple spells. Can also be taken multiple times for the same spell, its effects stack.

No Incant Spell

Epic Only Epic Only 12/ Spell All castings of one spell on this item can be cast with no incant required. May be taken multiple times to for items with multiple spells.

Rod Crafting Features

Rods can only have crafting features explicitly designed for them. The following lists are all inclusive.

Standard Rod Crafting Features

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

1st Level Spell Rod

Ornamenting 2 No 8 Select one 1st level spell, when holding this rod you may cast it as if you knew the spell.

2nd Level Spell Rod

Ornamenting 2 No 12 Select one 2nd level spell, when holding this rod you may cast it as if you knew the spell.

3rd Level Spell Rod

Ornamenting 2 No 16 Select one 3rd level spell, when holding this rod you may cast it as if you knew the spell.

Epic Rod Crafting Features

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

4th Level Spell Rod

Epic Only No 20 Select one 4th level spell, when holding this rod you may cast it as if you knew the spell.

5th Level Spell Rod

Epic Only No 24 Select one 5th level spell, when holding this rod you may cast it as if you knew the spell.

Yearly Spell Change (Rod)

Feb Feast Only No 4 The spell in this rod may be changed to another of the same level at the start of each year.

Master's Rod

Feb Feast Only No 8 The spell in this rod costs one fewer power point to cast (minimum 1). This does not stack with other discounts.

Spellburst Rod

Feb Feast Only No 8 When using this rod if the spell generates tag bags it is automatically affected by the Spellburst spell.

Extra Tag Bag Rod

Feb Feast Only No 8/ tag bag When using this rod if the spell generates tag bags it generates an additional tag bag. May be taken multiple times.

Tome Crafting Features

Tomes

Tomes may only have crafting features explicitly designed for them. The following lists are all inclusive.

Standard Tome Crafting Features

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

1st Level Spell Tome

Scholar 3 No 8 Add a 1st level spell to a tome. The spell must be the same school as all other spells in the tome.

2nd Level Spell (Tome)

Scholar 3 No 12 Add a 2nd level spell to a tome. The spell must be the same school as all other spells in the tome.

3rd Level Spell (Tome)

Scholar 3 No 16 Add a 3rd level spell to a tome. The spell must be the same school as all other spells in the tome.

4th Level Spell (Tome)

Scholar 4 No 20 Add a 4th level spell to a tome. The spell must be the same school as all other spells in the tome.

5th Level Spell (Tome)

Scholar 5 No 24 Add a 5th level spell to a tome. The spell must be the same school as all other spells in the tome.

Wand Crafting Features

Wands may only have crafting features explicitly designed for them. The following lists are all inclusive.

Standard Wand Crafting Features

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

10 Power Point Wand

Ornamenting 2 No 4 A wand with 10 power points

20 Point Wand

Ornamenting 2 No 8 A wand with 20 power points

30 Point Wand

Ornamenting 2 No 12 A wand with 30 power points

Standard Wand

Ornamenting 2 No None Choose a level 1, 2, or 3 spell for this wand to cast. A wand can only have one spell.

Epic Wand Crafting Features

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

40 Point Wand

Epic Only No 16 A wand with 40 power points

50 Point Wand

Epic Only No 20 A wand with 50 power points

Epic Wand

Epic Only No None Choose a level 4 or 5 spell for this wand to cast. A wand can only have one spell.

Recharging Wand

Feb Feast Only No 8 At the start of each year this wand's power points replenish.

Wand Changes Spells

Feb Feast Only No 4 At the start of each calendar year this wand can change the spell it casts.

Categoires: Gameplay Rules | Crafting Rules | Production Rules | Ornamenting


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