Magical Items: Difference between revisions
From NFNC
No edit summary |
|||
(15 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
== Is it Magic? == |
== Is it Magic? == |
||
− | Any magical object will have one or more '''blue''' ribbons on it with a description ('' |
+ | Any magical object will have one or more '''blue''' ribbons on it with a description ('''FOCUS'''/'''TALISMAN'''/'''MAGIC EQUIPMENT'''/OTHER) and the level of any {{gloss|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 == |
||
− | {{gloss|Talismans}} are the intent and power needed to use a {{gloss|spell}} or {{gloss|strike}}, packaged into a handy device. You do not need to know how to use a {{gloss|spell}} or {{gloss|strike}} to use a {{gloss|talisman}}. When a character uses a {{gloss|talisman}}, they may cast the {{gloss|spell}} or make the {{gloss|strike}} immediately, and the {{gloss|talisman}} loses its power. A {{gloss|talisman}} will have a card describing the call that it contains. |
+ | {{gloss|Talismans}} are the intent and power needed to use a {{gloss|spell}} or {{gloss|strike}}, packaged into a handy device. You do not need to know how to use a {{gloss|spell}} or {{gloss|strike}} to use a {{gloss|talisman}}. When a character uses a {{gloss|talisman}}, they may cast the {{gloss|spell}} or make the {{gloss|strike}} immediately, and the {{gloss|talisman}} loses its power. A {{gloss|talisman}} will have a card describing the call that it contains. |
+ | |||
+ | *'''A character may use up to three {{gloss|talismans}} a day.''' |
||
+ | *'''A character may use a TALISMAN even if their torso is suffering a CRUSH''' |
||
A {{gloss|talisman}} may be any item that would be acceptable as a {{gloss|focus}} (for storing {{gloss|spells}}) or a weapon (for storing {{gloss|strikes}}); this includes an existing {{gloss|focus}}. A suitable item can contain up to 3 {{gloss|talismans}}. To use the {{gloss|talisman}} you must use the item as your {{gloss|focus}} to cast the {{gloss|spell}}, or your weapon to make the blow. |
A {{gloss|talisman}} may be any item that would be acceptable as a {{gloss|focus}} (for storing {{gloss|spells}}) or a weapon (for storing {{gloss|strikes}}); this includes an existing {{gloss|focus}}. A suitable item can contain up to 3 {{gloss|talismans}}. To use the {{gloss|talisman}} you must use the item as your {{gloss|focus}} to cast the {{gloss|spell}}, or your weapon to make the blow. |
||
Line 11: | Line 15: | ||
{{Talisman_Prices}} |
{{Talisman_Prices}} |
||
⚫ | |||
− | 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. |
||
⚫ | |||
⚫ | |||
+ | A piece of {{gloss|magic equipment}} grants a single specific level of a Combat or Profession Skill to the {{gloss|character}} that it is {{gloss|attuned}} to as long as it is on their person; a {{gloss|character}} can only be {{gloss|attuned}} to a single piece of {{gloss|magical equipment}} at a time. |
||
+ | |||
+ | The item's powers are written on a sealed card that accompanies the item. 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. |
||
+ | |||
+ | You may choose to {{gloss|attune}} a piece of {{gloss|magic equipment}} overnight, by having it near you while you sleep; please inform the {{gloss|refs}} when you do so. {{gloss|Attuning}} to a piece of {{gloss|magical equipment}} breaks any prior {{gloss|atunements}} for both you and the item. |
||
+ | |||
+ | {{gloss|Magic equipment}} needs recharging once a week by a {{gloss|character}} with the skill [[Prof:Talismancy|Talismancy]] 2, at the cost given in that section. If it has not been recharged that week, it does not grant access to its skill and you should hand in its item card. |
||
+ | |||
⚫ | |||
[[Category:Rules]] |
[[Category:Rules]] |
Latest revision as of 14:28, 17 April 2015
Is it Magic?
Any magical object will have one or more blue ribbons on it with a description (FOCUS/TALISMAN/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 character may use a TALISMAN even if their torso is suffering a CRUSH
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 single specific level of a Combat or Profession Skill to the character that it is attuned to as long as it is on their person; a character can only be attuned to a single piece of magical equipment at a time.
The item's powers are written on a sealed card that accompanies the item. To find out what a piece of magic equipment does you can either examine it with Knowledge 2 or attune to it.
You may choose to attune a piece of magic equipment overnight, by having it near you while you sleep; please inform the refs when you do so. Attuning to a piece of magical equipment breaks any prior atunements for both you and the item.
Magic equipment needs recharging once a week by a character with the skill Talismancy 2, at the cost given in that section. If it has not been recharged that week, it does not grant access to its skill and you should hand in its item card.
Magic equipment can be created by characters with the skill Talismancy 2.