Magical Items: Difference between revisions

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{{Talisman_Prices}}
 
{{Talisman_Prices}}
   
== Magic Items ==
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== Magic Equipment ==
While you are {{gloss|attuned}} to a {{gloss|magic item}} and you have it on your person, you gain all the benefits that the {{gloss|magic item's}} card shows. You can only be {{gloss|attuned}} to one {{gloss|magic item}}. You {{gloss|attune}} a {{gloss|magic item}} overnight, by having it near you while you sleep. {{gloss|Attuning}} it to a new owner breaks the link to the last one. {{gloss|Magic items}} need recharging once a week by a character with the skill [[Prof:Talismancy|Talismancy]] 2, at the cost given in that section.
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A piece of {{gloss|magic equipment}} grants a set of powers to the {{gloss|character}} that it is {{gloss|attuned}} to. These powers are written on a card that accompanies the item that is sealed. To find out what a piece of {{gloss|magic equipment}} does you can either examine it with [[Prof:Knowledge|Knowledge]] 2 or {{gloss|attune}} to it. A {{gloss|character}} can only be {{gloss|attuned}} to a single piece of {{gloss|magical equipment}} at a time. You {{gloss|attune}} a piece of {{gloss|magic equipment}} overnight, by having it near you while you sleep. {{gloss|Attuning}} it to a new owner breaks the link to the last one. {{gloss|Magic equipemnt}} needs recharging once a week by a {{gloss|character}} with the skill [[Prof:Talismancy|Talismancy]] 2, at the cost given in that section.
   
{{gloss|Magic items}} can be created by characters with the skill [[Prof:Talismancy|Talismancy]] 2.
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{{gloss|Magic equipment}} can be created by characters with the skill [[Prof:Talismancy|Talismancy]] 2.
   
 
[[Category:Rules]]
 
[[Category:Rules]]

Revision as of 21:50, 1 October 2014

Is it Magic?

Any magical object will have one or more blue ribbons on it with a description (TALISMAN/ FOCUS/MAGIC EQUIPMENT/OTHER) and the level of any effect on it. You can tell this thing is magical if you can see the ribbon, as it feels powerful in some way.

Talismans

Talismans are the intent and power needed to use a spell or strike, packaged into a handy device. You do not need to know how to use a spell or strike to use a talisman. When a character uses a talisman, they may cast the spell or make the strike immediately, and the talisman loses its power. A talisman will have a card describing the call that it contains. A character may use up to three talismans a day.

A talisman may be any item that would be acceptable as a focus (for storing spells) or a weapon (for storing strikes); this includes an existing focus. A suitable item can contain up to 3 talismans. To use the talisman you must use the item as your focus to cast the spell, or your weapon to make the blow.

Talismans can be created by characters with the skill Talismancy 1.

You can choose to buy talismans from NPC vendors as a minor action in your downtime. The prices they charge are as follows:

Magic Equipment

A piece of magic equipment grants a set of powers to the character that it is attuned to. These powers are written on a card that accompanies the item that is sealed. To find out what a piece of magic equipment does you can either examine it with Knowledge 2 or attune to it. A character can only be attuned to a single piece of magical equipment at a time. You attune a piece of magic equipment overnight, by having it near you while you sleep. Attuning it to a new owner breaks the link to the last one. Magic equipemnt needs recharging once a week by a character with the skill Talismancy 2, at the cost given in that section.

Magic equipment can be created by characters with the skill Talismancy 2.