Magical Items

From NFNC

Revision as of 16:59, 26 September 2014 by Hark (talk | contribs)

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.

The talisman for a spell should be non-weapon items representing a single-use focus. A magic potion, a scroll, a strange device. You use the talisman as your focus to cast the spell.

A talisman for a strike may be a weapon or any other appropriate item. A strength potion, a magic brooch, etc. You only need the talisman in your possession to activate it, but roleplaying is encouraged. A weapon can represent multiple talismans, say a magic sword that has been charged up with 3 uses of TRIPLE.

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

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

Magic Items

You can only be attuned to one magic item. You attune a magic item overnight, by having it near you while you sleep. Attuning it to a new owner breaks the link to the last one. Magic items need recharging once a week by a character with the skill Talismancy 2, at the cost given in that section.

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